JCarter426

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Files posted by JCarter426

  1. 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!

    245 downloads

       (1 review)

    0 comments

    Updated

  2. 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.

    851 downloads

       (3 reviews)

    0 comments

    Updated

  3. 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.

    360 downloads

       (2 reviews)

    3 comments

    Updated

  4. 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.

    3,501 downloads

       (2 reviews)

    4 comments

    Updated

  5. 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.

    1,544 downloads

       (5 reviews)

    0 comments

    Updated

  6. 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

    4,974 downloads

       (1 review)

    12 comments

    Updated

  7. 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 this option, 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

    312 downloads

       (0 reviews)

    3 comments

    Updated

  8. 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).
    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
    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

    257 downloads

       (1 review)

    7 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
    Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy the file from the Alternate Textures folder to your Override folder, replacing the previously-installed file. This will change the viridian blade to more closely resemble the original. Optionally, if you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder, replacing the previously-installed files. 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.
    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
    Saber – Andrew Kramer & VideoCopilot.net
     

    759 downloads

       (2 reviews)

    10 comments

    Updated

  10. 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.
    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
    DeNCS – JdNoa & Dashus
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    And thanks to ebmar and DarthParametric for planning and reconnaissance.
    Disclaimer
    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.

    254 downloads

       (0 reviews)

    3 comments

    Updated

  11. 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.

    324 downloads

       (2 reviews)

    4 comments

    Updated

  12. 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".

    591 downloads

       (5 reviews)

    16 comments

    Updated

  13. JC's Darksaber for K1

    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".

    885 downloads

       (7 reviews)

    9 comments

    Updated

  14. JC's Minor Fixes for K1

    Summary
    This is a collection of various things that I found annoying enough to alter. I collect things that I don't think warrant their own mods into a single mod, to be released to the general public when it becomes more substantial.
    Contents
    I've divided this mod into five categories: Straight Fixes, Bug Fixes, Resolution Fixes, Aesthetic Improvements, and Things What Bother Me Fixes.
    Straight Fixes are fixes for issues I think are genuine errors or mistakes or oversights or what have you. There's a problem, here's a fix for it. No artistic license is involved.
    Bug Fixes really fall under straight fixes but I've separated them into their own category because they're more severe and there's absolutely no reason not to have them. They fix bugs that could potentially break your game. What I've included are either well known and easy for me to do a quick fix or came to my attention directly. There are lots of other bugs this mod doesn't fix, so I strongly suggest that you seek out a more extensive bug-fixing mod.
    Resolution Fixes are all textures from the game for which there were identical, higher resolution textures somewhere else in the game files. So I've swapped the lower resolution ones for the higher resolution ones. I've separated these from the straight fixes because a) I didn't make any of the content here - it's all extracted from the game, and b) they don't actually fix "problems" per se - it's just an increase in resolution. It looks the same, with slightly more pixels.
    Aesthetic Improvements are my attempts to improve the visual quality in certain areas. I've tried to maintain the original aesthetic of the game while improving the quality. But the nature of the improvements necessitates new content created by me. You might not like my work, or you might use a different mod that touches on these areas, or whatever, so I've isolated these from the other fixes.
    Things What Bother Me Fixes fix things what bother me. They might not bother you but they bother me, so I've isolated those as well.
    For a full release history, see the accompanied file.

    470 downloads

       (2 reviews)

    0 comments

    Updated

  15. JC's Supermodel Fix for K2

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game.
    First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that.
    Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1.
    Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models.
    I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix.
    If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 

    4,171 downloads

       (11 reviews)

    6 comments

    Updated

  16. Odyssey++

    Overview
    Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language.
    Features
    Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported
    Star Wars: Knights of the Old Republic
    Star Wars: Knights of the Old Republic II – The Sith Lords

    107 downloads

       (1 review)

    0 comments

    Updated

  17. Backstroke of the Old Republic

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
     

    122 downloads

       (0 reviews)

    8 comments

    Submitted

  18. JC's Force Knock for K2

    This mod adds the Force power Knock, which can open locks as if you had used the Security skill on them. You earn the same amount of XP using this power as you would using Security, as well.
    It is a universal power and costs 10 Force points to activate. When used, Knock unlocks the nearest door or container, provided there is an eligible lock within 5 meters. It cannot open a lock with a DC greater than 50, or one that requires a special keycard. In other words, it cannot unlock anything you could not otherwise unlock with Security in regular gameplay.
    You can acquire Knock whenever you level up a Jedi character. It will then appear with your other friendly Force powers (such as Heal and Speed).

    169 downloads

       (0 reviews)

    3 comments

    Updated

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

    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 two texture options: 100% Brown or Brown-Red-Blue. 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. Dark Jedi robes, of course, are always black.
    Both styles come with or without gloves for your player character. If you choose a gloveless option, your hands will be bare and match your usual skin tone. NPCs will still wear gloves.
    I've included most of these assets as a mod resource that can be found here.

    2,143 downloads

       (3 reviews)

    45 comments

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

    This is a combined mod resource of my Cloaked Jedi Robes and the Supermodel Port which is required to use that.
     
    Cloaked Jedi Robes
    This is a mod resource of my Cloaked Jedi Robe port. These models are based on the PFBIM and PMBIM models from K2. I've made some texture map and skin weight fixes and rendered new textures to match the new mapping. I also upscaled the textures and added some cloth overlays.
    I've included all the textures I made for the mod release as well as the Photoshop Document (PSD) I used to make them. The PSD has different layers for the overlays, masks, and each robe variant. Basic recreations of all the K2 textures for the new mapping are included, though I didn't fine-tune them as I did with my K1 textures.
    With my model, the only difference between the male and female textures is in the hands. There are different male and female hand layers and they can be done as gloves or hands with the three player skin tones. Do note, however, that the actual texture mapping on the models is flipped, with the female robe a mirror of the male one. The original game models were set up that way, and I left it that way.
    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 (included alongside this) for the robes to animate properly in K1.
     
    Supermodel Port
    This is a mod resource of the supermodel port used in my Slave Bastila and Cloaked Jedi Robe mods. I've ported bones from the K2 supermodels and merged them with the K1 rig so models that rely on the extra bones from K2 will animate properly in K1.
    You can include these supermodels in your mod if you have a model with a cape or skirt or some other part that needs the extra bones to not be a motionless mess.

    263 downloads

       (1 review)

    8 comments

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  21. JC's Handmaiden Sisters

    This is a restoration of the original Handmaiden sister appearance. In the original release of the game, the Handmaiden and her sisters all look alike, even even though they comment on her difference in appearance. The developers actually made a unique head for the sisters, but it was left out of the final release of the game. I took that head and merged with the body model used for the Handmaiden sisters in the game, thus restoring their intended appearance.

    931 downloads

       (9 reviews)

    6 comments

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  22. JC's Slave Bastila for K1

    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.
    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: This mod uses my Supermodel Port so the skirt can animate. Official support for that, including some hotfixes to make other models, can be found here because I don't want to have to put everything in two places.

    1,075 downloads

       (0 reviews)

    9 comments

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  23. JC's Supermodel Fix for K1

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game.
    When wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models.
    If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.

    623 downloads

       (0 reviews)

    0 comments

    Submitted

  24. JC's VO Fix for K2

    This mod fixes two problems with the VO in the game.
    T3-M4 was missing some VO files. This would cause his lines to be skipped when these files were referenced in the original game. The files missing were his short question variants and I was able to edit together new ones using his medium and long variants as a source. Some of the Gand entries were misplaced; they were typed on the unused Gotal line rather than the Gand line. In this case, the VO did exist, but it wasn't being referenced properly in the 2DA file. I've adjusted the file to correct that. I don't recall if this presented any problems in the released game, but the affected VO files were the question and sad variants. I didn't remove them from the Gotal line in case that was actually used for Gand VO in the game. TSLRCM (as of the time of this mod's initial release, v1.8.5) does address the T3 issue, but it does this by replacing T3's VO with generic utility droid VO, which I really, really didn't like. So if you're using TSLRCM, this mod will revert that change.

    276 downloads

       (0 reviews)

    0 comments

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  25. JC's Fashion Line B: Commoner Clothing for K2

    This mod does several things:
    It makes all texture variations of the commoner clothing available to the  player, with all the items - 11 total outfits - placed in various locations  throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.

    278 downloads

       (1 review)

    1 comment

    Updated