JCarter426

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Files posted by JCarter426

  1. JC's Cloaked Jedi Robes & Supermodel Port for K1

    Summary
    This is a mod resource of my various cloaked robe ports, including Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes.
    I've included all the textures I made for these mod releases as well as the Photoshop Document (PSD) files I used to make them. The PSDs have different layers for the overlays, masks, and each robe variant. Anyone who wants to make new textures for this model or do anything else with it may do so and is strongly encouraged to.
    You'll need to use the Supermodel Port (also included) for the robes to animate properly in K1.
    Compatibility
    The Supermodel Port is super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models.
    Credits
    KOTOR Tool – Fred Tetra
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    Permissions
    Mod
    JC's Supermodel Port for K1
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic
    Source of Ported Assets
    Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment
    Attribution Preference
    "Supermodel Port by JCarter426" or "uses JC's Supermodel Port" or some other reasonable phrasing.
    This mod resource 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 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. 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 II - The Sith Lords by Obsidian Entertainment.") Final notes
    Any edits to these files are going to be fundamentally incompatible with any other edits. While I'm releasing this as Attribution Only, I do ask that you don't release edited versions of the supermodels unless needed. The supermodels are fragile and difficult to troubleshoot, and even I don't entirely know or remember how these work, so it would make things a lot easier if you don't make any further edits unnecessarily; that way we know the source of any problem and there is less to troubleshoot.
    Ideally, you'll only need to include the supermodels for animation support, and only edit using the Modular Supermodels to add any extra animations.
    I'll stand by as maintainer of the sacred ported supermodels to apply any fixes or other updates.
    In the event that I lapse in ability to perform this task, I authorize the transfer of power to another candidate following one year and one day of non-response on my part. Whosoever is willing to take up the role may do so if the community wills it. Should there be multiple contenders, they shall duel for the right to succeed me in a manner of their choosing (possibly to the death).
    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.

    694 downloads

       (1 review)

    11 comments

    Updated

  2. JC's Fashion Line I: Cloaked Jedi Robes for K1

    Summary
    This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly.
    There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red- Blue Alternative is a mix of these styles. It retains the color scheme of the Brown-Red-Blue option while keeping the variety of the 100% Brown option. Dark Jedi robes, of course, are always black.
    All styles come with or without gloves for your player character and some non- player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone.
    Installation
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Jedi_Robes_K1.exe. Select one of the six install options:
    a) 100% Brown
    b) 100% Brown (No Gloves)
    c) Brown-Red-Blue
    d) Brown-Red-Blue (No Gloves)
    e) Brown-Red-Blue Alternative
    f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility & Other Notes
    This mod is not compatible with my Cloaked Hybrid Robes mod; you have to pick one or the other.
    This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod.
    This mod is likely not compatible with other mods that alter the Jedi robes.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    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.

    11,268 downloads

       (3 reviews)

    73 comments

    Updated

  3. JC's Fashion Line I: Cloaked Party Robes for K1

    Summary
    This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks.
    Installation
    Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first.
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options:
       a) 100% Brown
       b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment.
    Permisisons
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    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.

    159 downloads

       (1 review)

    2 comments

    Updated

  4. JC's Fashion Line I: Cloaked Hybrid Robes for K1

    Summary
    This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model.
    There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks.
    All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone.
    Installation
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options:
    a) 100% Brown
    b) 100% Brown (No Gloves)
    c) Brown-Red-Blue
    d) Brown-Red-Blue (No Gloves)
    e) Brown-Red-Blue Alternative
    f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKOTOR). It's not necessary but recommended that you uninstall any previous versions of the mod before installing an update. It should still install fine, but you'll be flagged about files that were skipped because they were already there.
    Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other.
    This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod.
    This mod is likely not compatible with other mods that alter the Jedi robes.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    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.

    127 downloads

       (1 review)

    0 comments

    Updated

  5. JC's Slave Bastila for K1

    Summary
    Early in the game, BioWare had Bastila appear in an outfit that's a homage to the infamous Slave Leia costume from Return of the Jedi. But it was just a retexture of her regular underwear. For the sequel, Obsidian made the same homage and included a more elaborate model that could be worn by most female members of the party once the item is acquired. This mod ports the K2 model to replace Bastila's outfit in K1.
    Note that this will not replace Bastila's easter egg appearance because that uses a different line in appearance.2da. That will have to remain a retexture of Bastila's underwear, unless one were to replace her underwear model with the dancer outfit entirely. Instead, this mod adds a dancer outfit item that Bastila can wear any time afterwards. It has the same properties as the item from K2 and can only be worn by Bastila.
    I've modified the dancer outfit model to more closely resemble Bastila's body shape. I've also changed the texture to match her skin tone and fixed a few minor errors I noticed.
    Finally, I've included an alternate texture that changes the outfit's color scheme from red to a sort of dark blue with gold flowers and a lavender trim. I was trying to match the color scheme of her original outfit. @Dark Hope has also made a new texture with that color scheme and it's a lot fancier. Note that if you want to use any other texture that isn't in a TPC file, you'll have to remove JC_SlaveBast01.tpc.
    Compatibility
    This mod is not compatible with other mods that affect Bastila's slave appearance.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    This mod edits the script k_ptar_bastpart.ncs in tar_m03af.mod. If install another mod that edits that script after this one, then you won't automatically get the dancer outfit item, but all the other changes will still take effect. You can cheat the item in if you want. The item name is jc_slavebast.
    I've instructed the patcher to skip the file ia_cloths_255.tpc if it finds another copy present. If this file isn't installed, it will look like something else in the inventory but everything else will be as it should be.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    ERFEdit – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment.
    Permisisons
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    "We Beks don't believe in intergalactic slavery" but I guess they're totally cool with regular old domestic slavery?
    INTERGALACTIC SLAVERY NOT BELIEVED BY BIOWARE, OBSIDIAN ENTERTAINMENT, OR LUCASARTS.
    I was also going to make a "Song of the South" reference but I think anything I could possibly quote about that would be too offensive to be taken as a joke.
    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.

    2,250 downloads

       (0 reviews)

    16 comments

    Updated

  6. JC's Extra Saber Colors for K1

    Summary
    This mod adds five new lightsaber colors to Star Wars: Knights of the Old Republic, including the colors that were introduced in Star Wars: Knights of the Old Republic II – The Sith Lords. The new colors are cyan, orange, pink, silver, and viridian.
    The orange and cyan blades are similar to but visually distinct from Heart of the Guardian and Mantle of the Force. In KOTOR 2, the Heart of the Guardian and Mantle of the Force textures are simply reused, but I decided to retain the idea that these are unique crystals, so they are a little different from the standard orange and cyan.
    There is one item drop for each new color.
    Cyan: in some rubble near Juhani's haunt in the grove on Dantooine.
    Orange: on the corpse of Shaela Nur in the Tomb of Naga Sadow on Korriban.
    Pink: in the crystal cave on Dantooine.
    Silver: carried by an elite Sand People warrior in the desert on Tatooine near the entrance to their territory.
    Viridian: on the corpse of poor Nemo inside the ruins on Dantooine.
    Additionally, Suvam Tan on Yavin will sell the new crystals. He will have at least one and up to three of each color when he restocks his store. I thought it would be weird if he sold only the new colors, so for extra flavor he will also sell crystals in the original colors (blue, red, green, yellow, and violet).
    I have also swapped the placement of the other crystals in the cave around so they match the appearance of the crystal formations from which you receive them better. The blue crystal comes from the crystal formation that looks blue, etc.
    The lightsaber blade textures are based on the template I developed for my Lightsaber Visual Effects mod. I suggest that you also use that mod for aesthetic consistency.
    There are two versions of the mod: one that uses the original hilt models, and one that uses Hi Poly Tin Cans courtesy @VarsityPuppet.
    Installation
    Extract files from the downloaded archive. Run Extra_Saber_Colors_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Optionally, copy the files from the Alternate Viridian folder to Override if you want to use the alternate version that is closer to the original KOTOR 2 viridian texture, replacing the previously installed files. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    Ths mod uses TSL Patcher for compatibility, but various subtleties may make it incompatible with other lightsaber mods or mods that affect the same areas.
    This mod patches the following:
    upcrystals.2da danm14ac danm14ae korr_m39aa liv_m99aa tat_m18aa This mod must be installed after any non-TSL Patcher mods that edit those.
    On Tatooine, one instance of g_tuskenmale003 (Elite Warrior) has been replaced by a new creature file so only one of them will drop a silver crystal. The other instance of this creature is unaffected
    This mod utilizes the following model variations for lightsaber crystals and hilts:
    200 206 207 208 209  This mod is compatible with my Darksaber mod.
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
    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.

    175 downloads

       (2 reviews)

    9 comments

    Updated

  7. SithCodec

    Introduction
    The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games.
    SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games.
    Running SithCodec
    SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands
    Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments.
    Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word).
    SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files.
    Help Screen
    Entering -h or --help will display the help screen, showing a list of all keywords and their function.
    -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen
    Entering -c or --commands will display a screen with the list of all valid commands.
    -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen
    Entering -x or --examples will display some example commands.
    Encode all files in SFX format from the input path, to the output path:
    -e --all -f --sfx- -i=in_folder -o=out_folder  Decode a file, outputting to a new file:
    -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original:
    -d -i=file.wav List all files & formats in a given directory, printing to the console:
    -l -i=my_folder List all files & formats in the current directory, printing to a file:
    -l -o=file.txt Batch Files
    SithCodec comes with batch files that are set up with commands for some common operations.
    decode.bat
    This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded".
    encode_music.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "music".
    encode_sfx.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx".
    encode_vo.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "vo".
    Copyright
    SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
    SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
    You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/.
    All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners.
    Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder.
    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.

    43 downloads

       (1 review)

    0 comments

    Updated

  8. JC's Darksaber for K1

    Summary
    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic.
    The Darksaber comes with a custom hilt and blade effect.
    The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded.
    I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians.
    If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
     
    Installation
    Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR).  
    Uninstallation
    Remove the installed files or replace from backups if necessary.  
    Compatibility
    Compatibility with other lightsaber mods not guaranteed.
    This mod uses lightsaber model variation 255.
    This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber".
     
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    NWNSSCOMP – Torlack, stoffe, & tk102
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU.
     
    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.

    1,648 downloads

       (7 reviews)

    9 comments

    Updated

  9. JC's Lightsaber Visual Effects for K2

    Summary
    This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.
    I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer.
     
    Video Preview
     
    Installation
    Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.
    This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.
     
    Credits
    KOTOR Tool – Fred Tetra
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
     
    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.

    4,994 downloads

       (3 reviews)

    15 comments

    Updated

  10. JC's Lightsaber Visual Effects for K1

    Summary
    This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.
    I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original.
    I've also included some alternate texture options:
    Brighter Green
    The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi.
    Darker Blue
    The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith.
    Heart & Mantle
    There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option.
     
    Installation
    Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.
    This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.
     
    Credits
    KOTOR Tool – Fred Tetra
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
     
    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.
     
     

    7,636 downloads

       (6 reviews)

    13 comments

    Updated

  11. JC's Romance Enhancement: Biromantic Bastila for K1

    Summary
    This mod allows those playing as a female character to romance Bastila, an option available only for male player characters in the original release of the game. The female version of the romance will play out just as the male version, through talking to Bastila as your player gains experience and by choosing certain dialogue options. The romance can also be ended just as the male romance can, by choosing or avoiding certain dialogue options.
    Lines will still vary depending on the player's gender; for example, Bastila will not call a female player a man, nor compare her to any man.
    I have executed this by removing certain lines, or certain parts of lines, that lacked an alternate take for a female player, and in some cases voided the existing female versions in favor of the romance lines. I'm not entirely satisfied with all of these changes - in particular, the male version still has a lot more dialogue, and I don't think that's fair - but my priority was to make everything flow naturally, with minimal editing.
    Also, this should not interfere with the Carth or Juhani romances; you should be able to go through those as well Bastila's if you so desire. The game does not take issue with it.
    The romance system is surprisingly straightforward, compared to later BioWare games. As such, I may consider adding a bit of complexity in future updates.
     
    Installation
    Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). This mod only supports the English language version of the game at this time.
     
    Uninstallation
    Remove the installed files or replace from backups if necessary.  
    Compatibility
    This mod patches the following:
    k_hbas_dialog.dlg (Bastila's global dialogue) lev40_saul403.dlg unk44_evilbast.dlg This mod may not be compatible with any other mods that edit those files.
    This mod also installs the following new VO:
    NGLOBEBAST06951_ NGLOBEBAST06952_ NGLOBEBAST06953_ NGLOBEBAST06954_ NM44ACEVIL01901_ This mod will not be compatible with any mods utilizing those names for WAV or LIP files.
    This mod patches the modules lev_m40aa, unk_m44acd, and sta_m45ac and may not be compatible with other mods that affect those areas. TSLPatcher is utilized for better compatibility, but there's never any guarantee. This mod must be installed AFTER any non-TSLPatcher mods that edit those areas.
    This mod includes bug fixes for Bastila's romance scripts on the Unknown World and the Star Forge. You should NOT install another mod to fix these problems, as that would override this mod's changes that remove the gender checks.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    KOTOR Savegame Editor – tk102
    LipSynchEditor – JdNoa
    NWNSSCOMP – Torlack, stoffe, & tk102
    Bug fix reconnaissance courtesy Markus Ramikin's Bastila Romance Scriptfix
    Global variable reconnaissance courtesy Amandalore the Ultimate's save file
     
    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 BASTILA SHAN, <FULLNAME>, LUCASARTS, OR BIOWARE. BIROMANTIC ORIENTATION IS NOT SUPPORTED BY NAND GATES.
     
    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.
     

    630 downloads

       (1 review)

    0 comments

    Updated

  12. JC's Jedi Tailor for K1

    Summary
    This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.
    The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.
    I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.
    To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.
    You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.
    Installation
    Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.
    This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.
    This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.
    This mod is compatible with my Fashion Line I: Cloaked Jedi Robes mod and includes an optional compatibility patch for the 100% Brown color option. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that mod (brown, black, buff, and grey).
    The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.
    The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    LipSynchEditor – JdNoa
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    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.

    6,113 downloads

       (1 review)

    21 comments

    Updated

  13. JC's Robe Adjustment for K1

    Summary
    This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together:
     Apprentice Robes:
    The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes:
    Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation
    Run Robe_Adjustment_K1.exe. Select which version to install.
    a) Apprentice Robes
    b) Early Jedi Robes
    c) Both a) and b). Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe
    DeNCS – JdNoa & Dashus
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    And thanks to ebmar and DarthParametric for planning and reconnaissance.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY.
    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.

    668 downloads

       (0 reviews)

    3 comments

    Updated

  14. JC's Mandalorian Armor for K1

    Summary
    This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them.
    The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this:
    With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following:
    Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B.
    Installation
    Run Mandalorian_Armor_K1.exe. Select which version to install.
    a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold).
    b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111.
    Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file.
    If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe
    K-GFF – tk102
    KOTORMax – bead-v
    NWMax – Joco
    tga2tpc – ndix UR
    Disclaimers
    FOR MANDALORE!!!!!!!
    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.

    5,629 downloads

       (1 review)

    3 comments

    Updated

  15. JC's Player Soundset Restoration for K2

    Summary
    In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions.
    In the second game, however, the player is mute.
    This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords.
    The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game.
     
    Installation
    Run Player_Soundset_Restoration.exe.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    SSF Editor– stoffe
     
    Permissions
    Mod
    JC's Player Soundset Restoration for K2
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic II - The Sith Lords
    Attribution Preference
    "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing.
     
    This mod 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 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
    WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY.
     
    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.

    512 downloads

       (2 reviews)

    33 comments

    Updated

  16. JC's Teal Hammerhead for K1

    Summary
    The Harbinger, the Hammerhead-class ship in Star Wars: Knights of the Old Republic II - The Sith Lords, has a distinctively different appearance from that of Republic ships in the first game.
    This mod gives the ships in the first game the color scheme of the ships from the second game, changing the red to a more muted teal.
     
    Installation
    Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one).  
    Uninstallation
    Remove the installed files.
     
    Compatibility
    This mod is incompatible with other mods that alter the Endar Spire/Hammerhead ship textures.
     
    Credits
    KOTOR Tool – Fred Tetra
    tga2tpc – ndix UR
     
    Permissions
    Mod
    JC's Teal Hammerhead for K1
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic
    Source of Ported Assets
    Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment
    Attribution Preference
    "Teal Hammerhead by JCarter426" or "uses JC's Teal Hammerhead textures" or 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 II - The Sith Lords by Obsidian Entertainment.")  
    Disclaimers
    FOR THE REPUBLIC!!!!!!!
     
    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.

    111 downloads

       (0 reviews)

    0 comments

    Updated

  17. JC's Zhug Attack Fix for TSLRCM

    Summary
    I noticed two issues regarding the Zhug attack in TSLRCM:
    Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things.
    This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
    Installation
    Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation
    Remove the installed files. Replace with backups if necessary. Compatibility
    This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
    This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this.
    It may also not be compatible with other mods that alter the Zhug encounter.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    Permissions
    To the maintainers of TSLRCM:
    Maybe include this in the next update? If there is one? Maybe?
    To everyone else:
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    I'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE.
    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.

    3,419 downloads

       (0 reviews)

    4 comments

    Updated

  18. JC's Feat Fixes for K2

    Summary
    This mod corrects some errors in the feat.2da file, which determines what classes can get what feats.
    First, a number of feats available to the base Jedi classes were not available to the prestige classes. This appears to be an error, given the inconsistency. It wasn't even that no prestige classes could take them. For some feats, certain tiers were available but not the rest. Other feats were available to some classes but locked out of others, despite being available to all Jedi classes. So I've gone through and set all feats that seem like they were meant for all Jedi classes to be available for all Jedi classes. The affected feats are:
    Caution Close Combat Dual Strike Empathy Gear Head Regenerate Vitality Second, the Scoundrel class was similarly missing access to feats they ought to be able to take, based on what is available to other organic classes:
    Class Skill: Treat Injury Dual Strike Weapon Focus: Blaster Rifle Regenerate Vitality Third, the Finesse: Lightsabers feat was redundant, because Finesse: Melee Weapons applies to both melee weapons and lightsabers. This was probably not the intent, but these feats are hard-coded, so I have no way of fixing them. So I chose to remove the ability to select Finesse: Lightsabers at all. If you want to build a finessing character and receive the benefits of this feat, you can select Finesse: Melee Weapons instead and get it for melee weapons as well as lightsabers.
     
    Installation
    1. Run Feat_Fixes_K2.exe.
    2. Click "Install Mod" and select your game directory (default name SWKOTOR2).
     
    Uninstallation
    1. Delete feat.2da or replace with backup if necessary.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe
     
    Permissions
    Mod: JC's Feat Fixes for K2
    Mod Author: JCarter426
    Game: Star Wars: Knights of the Old Republic II - The Sith Lords
    Attribution Preference: "Feat fixes by JCarter426" or "uses JC's Feat Fixes" or some other reasonable phrasing.
    Additional Credits:
    KOTOR Tool – Fred Tetra Credits:        TSLPatcher – stoffe 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
    AND NOW AS FESTIVUS ROLLS ON, WE COME TO THE FEATS OF STRENGTH. UNTIL YOU PIN ME, OBSIDIAN, KOTOR IS NOT OVER! LET'S RUMBLE!

    657 downloads

       (1 review)

    2 comments

    Updated

  19. JC's Vision Enhancement for K1

    Summary
    Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me.
    First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent.
    Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision.
    Installation
    Run Vision_Enhancement_K1.exe. Select which version to install. If you use the KOTOR 1 Restoration. Otherwise, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed file. Compatibility
    This mod is not compatible with any other mods that alter the vision module STUNT_00.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    NWNSSCOMP – Torlack, stoffe, & tk102
    and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me.

    6,417 downloads

       (4 reviews)

    0 comments

    Updated

  20. JC's Merchant Inventory Fix for K2

    This is a slight fix to address a problem that arises with certain mods. Certain weapon and armor textures are present in some other models, so if you install a mod that alters the texture mapping of these items, it creates a bit of a mess.
    This mod replaces the textures in these instances, so they will always use the original game textures.
     
    If you don't have any other mods installed, this won't do anything. But it won't hurt to have it installed either.
     
    If you spot any more incidents of this problem, please contact me and I'll add it to a future release.

    486 downloads

       (2 reviews)

    3 comments

    Updated

  21. JC's Republic Soldier Fix for K2

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template.
     
    While I was at it, I noticed errors on the male model, so I've corrected those as well.
     
    This K2 version also fixes the TSF officers, since they use the same model.

    4,836 downloads

       (2 reviews)

    4 comments

    Updated

  22. JC's Merchant Inventory Fix for K1

    This is a slight fix to address a problem that arises with certain mods. Certain weapon and armor textures are present in some other models, so if you install a mod that alters the texture mapping of these items, it creates a bit of a mess. This mod replaces the textures in these instances, so they will always use the original game textures.
     
    If you don't have any other mods installed, this won't do anything. But it won't hurt to have it installed either.
     
    If you spot any more incidents of this problem, please contact me and I'll add it to a future release.

    2,545 downloads

       (5 reviews)

    0 comments

    Updated

  23. JC's Korriban: Back in Black for K1

    Summary
    Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes.
    While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes.
    Installation
    Note: It is recommended that you uninstall any previous versions of this mod before installing a new version.
    Run Korriban_Back_in_Black_K1.exe. Select which version to install.
    If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility & Other Notes
    This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters.
    Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102

    13,297 downloads

       (2 reviews)

    14 comments

    Updated

  24. JC's Security Spikes for K1

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1.
    The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options.
    Option A
    Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields).
    When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus.
    Option B
    Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.

    5,702 downloads

       (3 reviews)

    4 comments

    Updated

  25. JC's Darksaber for K2

    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords.
    The Darksaber comes with a custom hilt and blade effect.
    The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded.
    I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian.
    If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".

    1,229 downloads

       (5 reviews)

    25 comments

    Updated