JCarter426

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Posts posted by JCarter426


  1. It's not possible to create new feats that do much of anything. Most feat mechanics are hard-coded in the engine, and the feat itself is just a signal to the engine that whether a character has the feat.

    There is a script function to grant the player permanent bonus Force Points in KOTOR 2, but not KOTOR 1. There is no script which is fired whenever a character levels up, but there are scripts that run every few seconds (e.g. the player's heartbeat script) which could be edited to replicate such an effect. There would be compatibility issues with other mods, though.

    • Like 2

  2. 14 hours ago, Salk said:

    Going the Selven way is fine and dandy, but I think a player on stealth should bypass the second trigger without problems though. I don't remember what happens if you try to sneak in Selven's room while in stealth mode, but in Selven's case I'd go for an automatic detection.

    13 hours ago, DarthParametric said:

    Not possible in K1. There are no script functions to detect whether a creature is in stealth or not. That functionality was only added in TSL.

    It should be possible to get around that restriction by checking if the NPC has perceived the player through their perception event. I don't know if there is an existing function to check if arbitrary creature x has perceived arbitrary creature y, but it could be tracked with local variables if necessary.


  3. 17 hours ago, Salk said:

    A couple of notes: from what I can see, the original file shows that The One uses two custom swords (g_w_vbroswrd002) with an Enhancement bonus of 5. After installing this modification, he's still using those weapons, not a Sith Tremor Sword and an Echani Vibroblade.

    Nice catch. Initially I had him still drop the original swords and when Sniggles asked to have those removed I went and removed too much. It'll be fixed soon.


  4. The original Rodian texture was higher resolution than the original Ithorian texture (512 vs 256) and they're both upscaled by 4x. The modified Rodian texture is also double-wide to include the Czerka clothing, whereas the modified Ithorian texture is mostly a reskin.

    Most devices seem to be able to handle 4k textures, but if it proves to be an issue, I could downscale or remap it in a later release.

    • Like 1

  5. JC's Czerka: Business Attire for K1


    Summary

    This mod gives Czerka Corporation uniforms to several Czerka employee characters in the game who were missing them.

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKotOR).

    Uninstallation

    1. Remove the following files or replace them with backups if necessary:
      - modules/kas_m22aa.mod
      - modules/korr_m33aa.mod
      - modules/tat_m17ag.mod
      - modules/tat_m18aa.mod
      - override/appearance.2da
      - override/g_jordo.utc
      - override/JC_IthorianCz.mdl
      - override/JC_IthorianCz.mdx
      - override/JC_IthorianCz01.tpc
      - override/JC_RodianCz.mdl
      - override/JC_RodianCz.mdx
      - override/JC_RodianCz01.tpc

    Compatibility

    This mod is compatible with the KOTOR 1 Community Patch.

    This mod is compatible with the KotOR 1 Restoration mod.

    Permissions

    This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0).

    CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator.

    Credits

    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe & Fair Strides
    ERFEdit – stoffe & Fair Strides
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    tga2tpc – ndix UR
    xoreos tools – xoreos team https://xoreos.org/
    BSRGAN – https://github.com/cszn/BSRGAN

    Disclaimers

    CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      06/01/2023
    • Category
    • K1R Compatible
      Yes

     

    • Like 2

  6. On 5/10/2023 at 11:14 PM, Snigaroo said:

    Restored Disciple Holocron Quest

    I would love to see this completed, and @JCarter426 has done at least some work in this direction already.

    I have made a fair bit of progress with this. I've created a system that makes it fairly easy for other mods to add new holocrons without requiring extra compatibility patches. I've achieved this by pacing acquisition of the holocrons similar to the lightsaber and Force forms, so which holocrons you receive depend on your character progression, rather than the order in which you visited the planets. The Disciple has reactions for generic Jedi and Sith holocrons, which would grant a random Force power or Force points similar to the dark taint in the Tomb of Freedon Nadd. My plan is for the base mod to include four Jedi and four Sith holocrons (i.e. three of each group of holocrons will have unique reactions and one will have the generic one). Any holocrons added by other mods would add to the count of generic holocrons without breaking anything.

    What remains is to:

    • Copy the same changes to the Disciple's Khoonda dialogue and modify it for the version with him there. I didn't want to do that manually, so I stopped working on it until a better option was available, and I think I have a good idea of how to write a tool to resolve this now.
    • Finish the holocron models. I started some, but I forget what state I left them in.
    • Implement cutscenes for examining the holocron, both on the Ebon Hawk and on Khoonda.
    • Place each holocron and implement the discovery cutscenes.
    • Finish the Disciple's Jedi training dialogue and implement the cutscene for it.
    • Get multiple people to test the game.

    I also of course plan to design the mod to be compatible with any male Exile & Disciple mods such as Party Swap and Handmaiden and Female Exile - Disciple and Male Exile Romance without much fuss.

    On 5/10/2023 at 11:14 PM, Snigaroo said:

    Comprehensive Lightsaber Mod

    @JCarter426 is cooking something here and could use help, but with no disrespect intended to my co-author I'm not fully wedded to his concept. I think there are multiple ways to do a good saber mod, and whether in the form of assistance to JC or a standalone shot at it I would love to see some attempts made.

    As I said in the K1 thread, I have a WIP thread here, but it's out of date. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue.

    The K2 mod would have to be a little different from K1 because it's not possible to give every character a unique design, both for technical and thematic reasons. Technically, there is a limit of how many lightsaber models can be added to the game. Every color counts as a separate model, so there are trade-offs with the number of distinct hilts one wants to provide and the number of colors that can be made available for each hilt. Thematically, the game does not provide any "canon" lightsaber colors for the player or party members, and it feels wrong to me to lock most of them into specific hilt designs with that in mind. The up side of not assigning a distinct hilt to each party member is that hilts could then be available for any color.

    Regardless, as in the K1 version, other NPCs like the Jedi Masters would have unique hilts, and there would lootable lightsaber items with unique hilts, such as Freedon Nadd's. There would also be "material" hilts that could be crafted by finding rare items throughout the game. Maybe the player and party hilts could be handled by providing more of those options.

    My priority is to finish the K1 version before moving on to K2, but I would welcome any contribution for either game.

    • Like 1

  7. For me the issue is not that Taris is long, but that it has repetitive combat sequences back to back. I don't think replacing some of it with non-combat will make the planet longer. However, restoration mods to date have typically added the restored content on top of the combat sequences that replaced them, rather than providing it as an alternative to the combat as BioWare likely intended in the original plan, so I understand your apprehension.


  8. On 5/10/2023 at 7:05 PM, Snigaroo said:

    Dyanmic Juhani Alignment

    I've had some ideas for how to implement an influence system in KOTOR 1 for a long time now that I think might help here. I'm going to try to implement it over the summer. "Hardening" NPCs à la Dragon Age is a mod I'd really like to see as well, for both games.

    On 5/10/2023 at 7:05 PM, Snigaroo said:

    Tatooine Temple Restoration

    I am going to controversially add "or something."

    We talked about the "or something" part before which evolved into a cross-planet quest in which a Jedi archaeologist on Dantooine sends you to look for a crystal cave on Tatooine. You would meet with the Jedi's contact in Anchorhead, whom you would find dead. You'd chase the bounty hunter who killed your contact and get back the stolen map to the caves. We talked about maybe incorporating the Sand People as guides or as an alternate path to get to the caves, too. From there, you'd take a swoop bike to a new module in the desert and descend into the caves, where you'd fight some kell dragons and find the crystals. A Sith who is also after the crystals would follow you, and then there would be various choices to resolve the conflict. You'd then have to find an alternate path out of the caves since the Sith cut the line, something like using the Force or explosives to clear a new tunnel.

    Apart from the creation of a new area for the caves, I don't think it's a huge undertaking. It's something I'd be interested in doing eventually, but I'm not great at modeling, so I've been waiting until I have more time to practice or someone who wants to make some caves comes along.

    On 5/10/2023 at 7:05 PM, Snigaroo said:

    Sewer Consolidation

    Rather than changing the area layout and combining the two modules, I would suggest removing a lot of the combat encounters in the first area and replacing them with the cut Gamorrean village. There's nothing left of the village in the game files, so this would have to be original content. There could be a non-violent option to free Zaalbar and some new side quests, maybe a restoration of the trash compactor puzzle too.

    On 5/10/2023 at 7:05 PM, Snigaroo said:

    Back-Porting of TSL Areas to K1

    I was working on a port of the enclave sublevel for a while. Again, this is a case in which I don't want to fuss around with the area model. This one is easier to fix up, but it's tedious work, so I put off working on it. However, I did get pretty far along with filling the area with content for five side quests:

    1. A sparring tournament similar to the Taris dueling arena. This would include the two cut Jedi (the guy who has a dinky sword and his master).
    2. A quest that serves as a prequel to the "Meet and Greet" droids in the second game. You would help the technician diagnose why the protocol droids keep blowing up by play-acting different scenarios to test their behavioral programs, like pretending to be a visiting delegate or that the enclave is under attack.
    3. A puzzle involving the power grid that would have you overload power conduits in a certain order. This would be an environmental puzzle because you would go around figuring out which devices in each room need to be turned on or off.
    4. A quest do discover and repair Darth Revan's robes, giving you a lesser version of the ones you can craft on the Star Forge and without alignment restriction.
    5. A puzzle in the library that leads you to discover a Sith holocron. There would be data glitches in texts about the history of the Jedi and Sith which, when arranged in the correct order, reveal an access code to the enclaves mainframe. After finding the holocron, you could accept or reject its offer for power.
    On 5/10/2023 at 7:05 PM, Snigaroo said:

    Malak Knows What's Coming

    I remember we talked about this one before too. You suggested that the Sith ambush you outside the gates on Tatooine, which I liked. I was also thinking that if you visit Korriban last, there would be a new Sith Master in the academy who seems like just another instructor there, but then they lie in wait for you in the Tomb of Naga Sadow. And for Manaan, I thought it might be interesting if the Sith board your ship, like the two combat sequences on the Ebon Hawk in the second game.

    On 5/10/2023 at 7:05 PM, Snigaroo said:

    Comprehensive Lightsaber Mod

    @JCarter426 is cooking something here and could use help, but with no disrespect intended to my co-author I'm not fully wedded to his concept. I think there are multiple ways to do a good saber mod, and whether in the form of assistance to JC or a standalone shot at it I would love to see some attempts made.

    I have a thread about it here, but it hasn't been updated in five years and my ideas have evolved since then. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue.

    There would be hilts for the player classes and all party members which would come with each character, as well as the Heart of the Guardian and Mantle of the Force. There would also be ten "material" hilts that could be crafted by finding rare items throughout the game. For example, the beskar lightsaber could be crafted after you loot some of the metal from Mandalorian enemies and the dragonbone hilt could be crafted after you slay the krayt dragon on Tatooine. Notable NPCs such as Belaya and Yuthura would also have unique hilts, and there would other unique lightsabers that you could loot, such as Shaela Nuur's and Nemo's.

    While I've gotten better at modeling lightsabers since I started the project, it still takes me a long time to make one. I'd welcome any contribution, although I should get around to updating my thread with the new plans so things can be discussed properly.


  9. JC's Spider Filter for K2


    Summary

    This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid and laigreks are replaced with katarn.

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKotOR2).

    Uninstallation

    1. Remove the following files or replace them with backups if necessary:
      - appearance.2da
      - plc_knrthcps.mdl
      - plc_knrthcps.mdl
      - plc_knrthvin.mdl
      - plc_knrthvin.mdl

    Compatibility

    There are no known compatibility issues at this time.

    Permissions

    This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0).

    CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator.

    Credits

    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe & Fair Strides
    2DAEditor – VarsityPuppet
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    xoreos tools – xoreos team https://xoreos.org/

    Disclaimers

    NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      05/02/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  10. JC's Spider Filter for K1


    Summary

     

    This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid.

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKotOR).

    Uninstallation

    1. Remove the following files or replace them with backups if necessary:
      - appearance.2da
      - plc_knrthcps.mdl
      - plc_knrthcps.mdl
      - plc_knrthvin.mdl
      - plc_knrthvin.mdl

    Compatibility

    There are no known compatibility issues at this time.

    Permissions

    This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0).

    CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator.

    Credits

    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe & Fair Strides
    2DAEditor – VarsityPuppet
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    xoreos tools – xoreos team https://xoreos.org/

    Disclaimers

    NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      05/02/2023
    • Category
    • K1R Compatible
      Yes

     


  11. On 2/5/2023 at 4:51 PM, N-DReW25 said:

    There is a bug in the TSLPatcher which happens when you install Fashion of the Old Republic where it will state there was an error in the installation. From what I can observe, this error is FALSE as the NPC that allegedly had an error was fully patched as intended. Thus far, I can see no method of fixing this bug but I am certain this bug will NOT break your game in any way. If you are a modder and believe you can fix this bug, I would welcome your fix!

    TSLPatcher has a bug that makes it report an error for the wrong file sometimes. The actual problem would be with the next file, which looks like k_sta_lightjedi1.utc.


  12. JC's Leviathan: Ain't No Air in Space for K1


    Summary

    This mod restores an instant death event triggered by going to space without a space suit.

    Installation

    Automatic Installation (Recommended)

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKotOR).

    Manual Installation

    1. Extract files from the downloaded archive.
    2. If you do not have an override folder, make one in your game directory (default name SWKotOR).
    3. Copy k_plev_airouopn2.ncs to your override folder.

    Uninstallation

    From Automatic Installation

    1. Replace the following file with backup if necessary, otherwise remove:
      - modules/lev_m40ad.mod

    From Manual Installation

    1. Remove the following file:
      - override/k_plev_airouopn2.ncs

    Compatibility

    This mod is compatible with the KOTOR 1 Community Patch.

    This mod is compatible with the KotOR 1 Restoration mod.

    Credits

    TSLPatcher – stoffe & Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe & Fair Strides
    NWNSSCOMP – Torlack, stoffe, & tk102
    xoreos tools – xoreos team https://xoreos.org/

    Permissions

    Mod

    JC's Leviathan: Ain't No Air in Space for K1

    Mod Author

    JCarter426

    Game

    Star Wars: Knights of the Old Republic

    Attribution Preference

    "Leviathan: Ain't No Air in Space by JCarter426" or "uses JC's Leviathan: Ain't No Air in Space" or some other reasonable phrasing.

    Attribution Only License (AOL)

    * You've got mods! *

    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.

    • The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
      (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.)
    • The user must include any additional credits as indicated.
    • This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
      (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.)
    • Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.

    Disclaimers

    THERE'S AN AIR AND SPACE MUSEUM.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      04/15/2023
    • Category
    • K1R Compatible
      Yes

     


  13. JC's Crystal Attunement for K2


    Summary

    This mod is focused on the so-called Quest Crystal, a powerful lightsaber crystal only the player character can utilize. There are three parts to this mod, which may be installed together or individually:

    • Class-Based Properties
      The Quest Crystal in the original game has differing properties depending on your character's level and alignment only. This option gives the Quest Crystal differing properties based on your character's class in addition to their level and alignment. Each combination of class and alignment has access to a unique set of item properties.
    • Workbench Attunement
      In the original game, only Kreia is able to attune your Quest Crystal to keep it up to date with your character's stats. This option allows you to attune the crystal yourself when Kreia is not available as a party member. This option also removes the "[Learn about using the workbench.]" dialogue from any workbenches you can access after the game's prologue.
    • Bug Fixes
      In the original game, you are not always given a Quest Crystal that properly reflects your player character. This mod includes bug fixes to correct that problem. While all of the installation options include these bug fixes, they can also be installed alone without the rest of the mod.

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Select which option you want to install:
      a) Class-Based Properties + Workbench Attunement
      b) Class-Based Properties
      c) Workbench Attunement
      d) Bug Fixes Only
    4. Click "Install Mod" and select your game directory (default name SWKOTOR2).

    This Workbench Attunement part of this mod only supports the English language version of the game at this time.

    Uninstallation

    1. Remove the installed files or replace from backups if necessary.

    Credits

    KOTOR Tool – Fred Tetra
    2DA Editor – VarsityPuppet
    TSLPatcher – stoffe & Fair Strides
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe & Fair Strides
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    xoreos tools – xoreos team https://xoreos.org/

    with thanks to @Snigaroo for help deciding the class-based item properties

    Permissions

    Mod: JC's Crystal Attunement for K2

    Mod Author: JCarter426

    Game: Star Wars: Knights of the Old Republic II - The Sith Lords

    Attribution Preference: "Crystal Attunement by JCarter426" or "uses JC's Crystal Attunement" or some other reasonable phrasing.

    This mod resource is released under the following licenses:

    • Attribution Only License

    Attribution Only License (AOL)

    * You've got mods! *

    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed.

    • The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.)
    • The user must include any additional credits as indicated.
    • This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.  (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.)
    • Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.

    Disclaimers

    THE CRYSTAL IS THE HEART OF THE BLADE. THE HEART IS THE CRYSTAL OF THE JEDI. THE JEDI IS THE CRYSTAL OF THE FORCE. THE FORCE IS THE BLADE OF THE HEART. THE SONG FAITH OF THE HEART IS THE THEME TUNE OF STAR TREK: ENTERPRISE.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.



    • Submitter
    • Submitted
      03/13/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  14. It's not able to find nwscript.nss, which contains the declarations of functions needed to compile scripts. NWNNSSComp attempts to read its location from the registry, but later releases of the game don't write to the same location in the registry. If you have it in the same folder as NWNNSSComp, it might be able to read from there, but I'd suggest fixing the registry anyway as other tools have the same problem.


  15. Did you save the model as ASCII in K1 mode, then load the ASCII in K2 mode and save as binary? Also, did compile it with the KOTOR 2 S_Female02 model files present?

    It's been a while, but I think those were the necessary steps. The lips will likely need further adjustment like other K1 heads as well.


  16. JC's Fashion Line A: Jedi Player Undergarments for K2


    Summary

    This mod makes the player's underwear in Star Wars: Knights of the Old Republic II - The Sith Lords resemble those worn by Jedi NPCs in the first game.

    Note that because Atton and Mira use player underwear models, this mod will also affect them unless you use another mod that gives them unique underwear.

    Installation

    1. Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one).

    Uninstallation

    1. Remove the installed files.

    Compatibility

    This mod is incompatible with other mods that alter the player's underwear models and textures.

    Credits

    KOTOR Tool – Fred Tetra
    tga2tpc – ndix UR
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    xoreos tools – xoreos team https://xoreos.org/

    This mod contains assets ported from Star Wars: Knights of the Old Republic by BioWare.

    Permissions

    Mod

    JC's Fashion Line A

    Mod Author

    JCarter426

    Game

    Star Wars: Knights of the Old Republic II - The Sith Lords

    Source of Ported Assets

    Star Wars: Knights of the Old Republic by BioWare

    Attribution Preference

    "Fashion Line A by JCarter426" or "uses JC's Fashion Line A" some other reasonable phrasing.

    This mod is released under the following licenses:

    • Attribution Only License
    • Ported Content License

    Attribution Only License (AOL)

    * You've got mods! *

    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.

    • The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
      (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.)
    • The user must include any additional credits as indicated.
    • This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
      (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.)
    • Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.

    Ported Content License (PCL)

    • This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is.
      (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic by BioWare.")

    Disclaimers

    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      12/27/2022
    • Category
    • TSLRCM Compatible
      Yes

     

    • Like 1

  17. JC's Romance Enhancement: Dark Sacrifice for K1


    Summary

    This mod uses a mix of new and unused content to restore an alternate ending that was cut from the game. With this mod, players who have romanced Carth and fallen to the dark side will be presented with the option to seek redemption in a new ending distinct from the base game light side and dark side endings.

    Choosing the dialogue option "No, let him speak. I want to hear what he has to say." in a conversation with Carth at the end of the game will lead to the restored sequence. The player will then have the option to choose the base game dark side ending or the new ending.

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKOTOR).

    Uninstallation

    1. Remove the following files:emove the installed files or replace from backups if necessary:
      - modules/stunt_sacrifice.mod
      - streammusic/dark_sacrifice.wav
    2. Replace the following files with backups if necessary, otherwise remove them:
      - modules/sta_m45aa.mod
      - modules/STUNT_56a.mod

    Compatibility

    This mod is compatible with the KOTOR 1 Community Patch. This mod should be installed after K1CP if you wish to use both.

    This mod is compatible with Leilukin's Carth Onasi and Male PC Romance.

    This mod is compatible with my other Romance Enhancement mods Bioromantic Bastila and Pan-Galactic Flirting.

    Credits

    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe & Fair Strides
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe & Fair Strides
    K-GFF – tk102
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    NWNSSCOMP – Torlack, stoffe, & tk102
    xoreos tools – xoreos team https://xoreos.org/

    with thanks to:
    JdNoa for creating the Alternate DS Female Romance Ending mod that inspired this mod
    @Snigaroo for conducting thorough testing
    @Leilukin for providing valuable save files for testing
    @DarthParametric for help troubleshooting the final cutscene

    Permissions

    Mod

    JC's Romance Enhancement for K1

    Mod Author

    JCarter426

    Game

    Star Wars: Knights of the Old Republic

    Attribution Preference

    "Romance Enhancement by JCarter426" or "uses JC's Romance Enhancement" or some other reasonable phrasing.

    Attribution Only License (AOL)

    * You've got mods! *

    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.

    • The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
      (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.)
    • The user must include any additional credits as indicated.
    • This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
      (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.)
    • Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.

    Disclaimers

    THIS GAME MODIFICATION IS NOT SUPPORTED BY OR ROMANTICALLY INVOLVED WITH CARTH ONASI, <FULLNAME>, LUCASARTS, OR BIOWARE. OTHER ENDINGS ARE AVAILABLE.

    Donations

    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


    • Submitter
    • Submitted
      12/25/2022
    • Category
    • K1R Compatible
      No

     

    • Like 1