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Posts posted by JCarter426
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DeNCS isn't able to decompile this script.
---> starting decompilation: a_904sion.ncs <--- com.knights2end.nwscript.decomp.lexer.LexerException: [1,1029] Unknown token: E- at com.knights2end.nwscript.decomp.lexer.Lexer.getToken(Lexer.java:869) at com.knights2end.nwscript.decomp.lexer.Lexer.peek(Lexer.java:278) at com.knights2end.nwscript.decomp.parser.Parser.parse(Parser.java:404) at com.knights2end.nwscript.decomp.FileDecompiler.decompileNcs(FileDecompiler.java:541) at com.knights2end.nwscript.decomp.FileDecompiler.decompile(FileDecompiler.java:106) at com.knights2end.nwscript.decomp.Decompiler.decompile(Decompiler.java:216) at com.knights2end.nwscript.decomp.Decompiler.main(Decompiler.java:203) Failure! (file: 'a_904sion.nss')
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K1
- Speaker's Charisma modifier is added to Persuade skill checks
- Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level)
- Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw
- Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers
K2
- Speaker's Charisma modifier is added to Persuade skill checks
- Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw
- Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers
- Caster's Charisma bonus reduces the cost of Force powers
- Party leader's Charisma modifier is added to attack rolls made by other party members
- Player's Charisma modifier affects alignment shifts of party members (except Kreia).
17 hours ago, Untold Prophecy said:modifies your persuasion rolls
Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2.
17 hours ago, Untold Prophecy said:increases companions' combat performance
This is only in K2.
17 hours ago, Untold Prophecy said:how does it affect force power potency? How is that different from the Force power susceptibility that Wisdom increases?
All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
QuoteThis power encircles the target victim in a small maelstrom of air and dust, inflicting one third of the attacking character's level in damage every 2 seconds, and rendering them unable to take any action (12 seconds total). A successful Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the damage and the immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware.
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As far as I'm aware, the only differences between TSLRCM and MTSLRCM are the installation method and some content which doesn't work on mobile (e.g. new movie files for some we've never been able to determine).
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This mod is compatible with TSLRCM. If it is a mistake on your end or a mobile-specific issue, unfortunately, I do not know what it would be as I do not have the game on any mobile platform.
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On 3/3/2025 at 1:00 PM, tm1104 said:In that case, would it instead be possible to change how many force powers the player can pick at certain levels and give them the number in like with what I suggested?
Yes, that is configured in classpoweregain.2da. Unfortunately, a lot of the functionality for feats does not have an equivalent for Force powers.
In KOTOR 2, there are script functions which can grant a character a Force power outside of the level up system (e.g. when your player learns a hidden power like Breath Control) so there are more options in that game.
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In KOTOR 1, it is not possible to grant a character Force powers outside of the player choosing them when leveling up the character. This renders many of your desired changes impossible, barring changes to the game engine.
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Thematic KOTOR Companions
This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
- Extract files from the downloaded archive.
- Run INSTALL.exe.
- Click "Install Mod" and select your game directory (default name SWKotOR).
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
- Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Submitter
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Submitted02/14/2025
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Category
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K1R CompatibleNo
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Thematic Obscured Mausoleum Burial
This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
- Extract files from the downloaded archive.
- Run INSTALL.exe.
- Click "Install Mod" and select your game directory (default name SWKotOR2).
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
- Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one.
- Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder.
- Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder.
- Delete all other files installed by this mod from your game's Override folder.
Compatibility
This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area.
This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch.
This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
DeNCS—JdNoa & Dashus
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102tk102
TalkEd—stoffe
tga2tpc—ndix UR
xoreos tools—xoreos team https://xoreos.org/License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Submitter
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Submitted02/12/2025
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Category
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TSLRCM CompatibleYes
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Thematic KOTOR 2 Companions
This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic II - The Sith Lords, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
- Extract files from the downloaded archive.
- Run INSTALL.exe.
- Select which option you want to install.
- Click "Install Mod" and select your game directory (default name SWKotOR2).
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
- Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder.
Compatibility
This mod requires TSLRCM.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Submitter
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Submitted02/12/2025
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Category
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TSLRCM CompatibleYes
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On 1/17/2025 at 12:49 PM, BillyYank said:A: There's a way to make this a "plug-and-play" operation compatible with any mod setup
TSLPatcher comes with a program called ChangeEdit which can difference two files (in this case, GFF files) and generate instructions for TSLPatcher to apply those changes during installation.
On 1/17/2025 at 12:49 PM, BillyYank said:B: I find out where the existing atton.dlg came from and make a patched version
This isn't advisable because many mods edit this file, and that would only guarantee it to work for someone using the current version of TSLRCM. If an update to TSLRCM were to make additional changes, your version which lacks those changes might then result in issues. It would also be incompatible other mods which take this approach, unless you were to make a patched version of every combination.
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14 hours ago, Snigaroo said:Well you've described the point--players can take an alignment long enough to get their chosen prestige class then revert to neutral, but still maintain access to the tomb.
That seems kind of niche to me. The existing restriction for the tomb is [level 10 and a strong alignment]. The restriction for a prestige class is [level 15 and a strong alignment]. So if you plan to get a prestige class and then go for a neutral alignment, you can already access the tomb. Making the restriction be [have a prestige class] would make it less restrictive for neutral players who had a strong alignment earlier in the game and visit Korriban later in the game but more restrictive for all other players who visit Korriban earlier.
I suppose making the restriction be [(level 10 and a strong alignment) or (have a prestige class)] would make things less restrictive for neutral players later in the game, but [(level 10 and a strong alignment) or (level 15)] would as well while preventing anyone from being permanently locked out.
14 hours ago, Snigaroo said:I'm not sure if that's really feasible, though.
Of course it's not.
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On 1/9/2025 at 6:09 PM, Snigaroo said:@JCarter426 do you have any additional insight?
I think Tienn's droid should randomly trip over a mine, killing Bao-Dur.
Apart from that, I do recall a cut journal entry which explains that Tienn confessed to Bao-Dur about sabotaging his own droids because he didn't trust them. I don't remember Tienn dying, but nearly dying from his droid blowing itself up.
On 5/10/2023 at 11:14 PM, Snigaroo said:Low-Poly Quarren Fix
I plan to fix this with a KOTOR 2 version of my Dense Aliens mod and add the new texture as an option for the K1 version at some point.
On 5/10/2023 at 11:14 PM, Snigaroo said:Kressh's Tomb Gated by Prestige, Not Alignment
I had a few ideas for this before. As mentioned above, I would like to use this opportunity to salvage the original design for Korriban in KOTOR 1, which is described in this Q&A with David Gaider. The main blocker would be the creation of a new module which contains the rooms of the four original areas plus a network of tunnels connecting them. I have some 3D modeling experience, but this would be quite an undertaking and would require learning some things about creating areas which I do not know and few people do, so I haven't been able to commit to tackling this project on my own. However, I would be willing to collaborate.
I had thought that the tombs would be accessible from the valley. You could complete them in any order, either one by one and then returning to the valley, by exploring the tunnels connecting them, or some mix of both. I think this would be interesting as it would give you two ways of solving them, and I don't think it would be too difficult to design with this in mind as they are fairly small areas.
The content of the tomb would be similar that in the first game, but with a twist. Of course, the player of the first game would have solved all of the puzzles and collected all of the rewards, and five years have passed since then. I have a few ideas for the Tower of Hanoi puzzle in particular which I feel would be in the spirit of the sequel. Also, there might be new traps set up by Sith who encamped in the tombs during the Sith Civil War.
As for the story, I think this would be a good opportunity to restore another piece of content: Dvakvar Grahrk, a character who was used as a stand-in for the Disciple during development. I'm skeptical of how much of this was ever intended to make it into the game, but the DVD which came with the Prima strategy guide described him as a Devaronian who hunted Sith. I think there's a lot of room to explore with such a character, as you might have reasons to cooperate with him or antagonize him regardless of your player's alignment. Perhaps he was a Jedi who abandoned the Order following the Jedi Civil War and made a career out of killing Sith and selling their artifacts. A dark-sided character might want to kill Grahrk to keep all of the treasure, while a light-sided character might not approve of Grahrk's career choices and try to stop him.
On 5/10/2023 at 11:14 PM, Snigaroo said:Restore Dreshdae
My vague idea for this is that you would gain access to Dreshdae after fleeing from your encounter with Darth Sion—out the other door. You would then have to complete some task in Dresdhae to allow the Ebon Hawk to land and rendezvous with the rest of the party.
The cut Czerka warehouse could be useful here, although I recall it being in an annoying state with missing walkmeshes and half-finished art.
Dvakvar Grahrk could play a role here as well. If you explored the tombs earlier, you might find signs of his presence on Korriban but not meet him in person until escaping from the Sith Academy. Perhaps you would need his help to finish exploring the tombs, giving you a reason to return to Korriban later.
On 1/9/2025 at 7:43 AM, N-DReW25 said:So the shuttle module only ever existed in the game files as a model, it was less complete than the HK Factory and M4-78 on Xbox as at least those areas had module files, everything about the shuttle scenes is modder made hence the quality.
The shuttle wasn't meant to be in a separate module; that is an implementation detail of TSLRCM. The shuttle exists as its own room in 231TEL and 261TEL, although it is not accessible in the shipped game.
On 5/10/2023 at 11:14 PM, Snigaroo said:Kressh's Tomb Gated by Prestige, Not Alignment
I don't understand the point of this one since gaining a prestige class is in itself gated by the same alignment check as the tomb. Of course, your alignment can change after you take a prestige class, but players who never gain a strong alignment (50% light or dark) in the first place would still be barred from entering the tomb. I would suggest gating it by PC level alone.
Incidentally, I've also considered making a mod to remove the alignment restriction on prestige classes, possibly with the option to allow a neutral character to select from any Jedi or Sith prestige class, but it's something I never got around to.
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JC's Spice of Life for K2
This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords.
Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal.
Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station.
Installation
You must start a new game to experience the full effects of this mod.
- Extract files from the downloaded archive.
- Run Install.exe.
- Click "Install Mod" and select your game directory (default name SWKotOR2).
TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one.
This mod only supports the English language version of the game at this time.
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
- Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one.
- Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder.
- Delete all other files installed by this mod from your game's Override folder.
Compatibility
This mod uses combat shot item variations 101 through 112.
Known Issues
Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods.
While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis.
Credits
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102
xoreos tools—xoreos team https://xoreos.org/License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
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Submitter
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Submitted12/25/2024
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Category
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TSLRCM CompatibleYes
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1 hour ago, dunnetahl said:After installing the mod mid play through in the Kotor Community Portal Full Kotor 2 Mod Build: https://kotor.neocities.org/modding/mod_builds/k2/full
M4-78 is not compatible with the KOTOR Community Portal mod build and M4-78 generally needs to be installed before other mods and requires starting a new game.You will need to reinstall the game and install only TSLRCM, M4-78, and mods which are confirmed to be compatible with them, then start a new game.
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It's not possible to create new feats that do much of anything. Most feat mechanics are hard-coded in the engine, and the feat itself is just a signal to the engine that whether a character has the feat.
There is a script function to grant the player permanent bonus Force Points in KOTOR 2, but not KOTOR 1. There is no script which is fired whenever a character levels up, but there are scripts that run every few seconds (e.g. the player's heartbeat script) which could be edited to replicate such an effect. There would be compatibility issues with other mods, though.
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14 hours ago, Salk said:Going the Selven way is fine and dandy, but I think a player on stealth should bypass the second trigger without problems though. I don't remember what happens if you try to sneak in Selven's room while in stealth mode, but in Selven's case I'd go for an automatic detection.
13 hours ago, DarthParametric said:Not possible in K1. There are no script functions to detect whether a creature is in stealth or not. That functionality was only added in TSL.
It should be possible to get around that restriction by checking if the NPC has perceived the player through their perception event. I don't know if there is an existing function to check if arbitrary creature x has perceived arbitrary creature y, but it could be tracked with local variables if necessary.
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17 hours ago, Salk said:A couple of notes: from what I can see, the original file shows that The One uses two custom swords (g_w_vbroswrd002) with an Enhancement bonus of 5. After installing this modification, he's still using those weapons, not a Sith Tremor Sword and an Echani Vibroblade.
Nice catch. Initially I had him still drop the original swords and when Sniggles asked to have those removed I went and removed too much. It'll be fixed soon.
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There's nothing in this mod that would cause such a problem.
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This mod only alters the player robes and doesn't affect the appearance of any NPCs except a few Jedi who wear the same robes. It sounds like you installed one of the other mods you are using incorrectly.
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Your issue is with g_bandon001.utc. It's not safe to have this file in Override because that overrides different versions of the files in different modules.
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Ah, it's possible I grabbed the KOTOR 2 one by accident. It probably won't affect much, but maybe I'll fiddle with them in a future version.
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The original Rodian texture was higher resolution than the original Ithorian texture (512 vs 256) and they're both upscaled by 4x. The modified Rodian texture is also double-wide to include the Czerka clothing, whereas the modified Ithorian texture is mostly a reskin.
Most devices seem to be able to handle 4k textures, but if it proves to be an issue, I could downscale or remap it in a later release.
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JC's Czerka: Business Attire for K1
Summary
This mod gives Czerka Corporation uniforms to several Czerka employee characters in the game who were missing them.
Installation
- Extract files from the downloaded archive.
- Run Install.exe.
- Click "Install Mod" and select your game directory (default name SWKotOR).
Uninstallation
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Remove the following files or replace them with backups if necessary:
- modules/kas_m22aa.mod
- modules/korr_m33aa.mod
- modules/tat_m17ag.mod
- modules/tat_m18aa.mod
- override/appearance.2da
- override/g_jordo.utc
- override/JC_IthorianCz.mdl
- override/JC_IthorianCz.mdx
- override/JC_IthorianCz01.tpc
- override/JC_RodianCz.mdl
- override/JC_RodianCz.mdx
- override/JC_RodianCz01.tpc
Compatibility
This mod is compatible with the KOTOR 1 Community Patch.
This mod is compatible with the KotOR 1 Restoration mod.
Permissions
This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0).
CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe & Fair Strides
ERFEdit – stoffe & Fair Strides
KOTORMax & MDLEdit – bead-v
NWMax – Joco
tga2tpc – ndix UR
xoreos tools – xoreos team https://xoreos.org/
BSRGAN – https://github.com/cszn/BSRGANDisclaimers
CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
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Submitter
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Submitted06/01/2023
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Category
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K1R CompatibleYes
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Need Decompiled Script For Mod
in Work In Progress
Posted
The .ncs file is bytecode. This is an assembly representation of the same instructions.