JCarter426

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Everything posted by JCarter426

  1. 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.
  2. No, but the Czerka Rodian model will not have the updated texture from the Rodians in the other mod. I didn't change the texture mapping much though, so it shouldn't be too difficult to make an updated texture that includes both. The Rodian part is on the left and the Czerka part is on the right.
  3. 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.
  4. The original Rodian texture was higher resolution than the original Ithorian texture (512 vs 256) and they're both upscaled by 4x. The modified Rodian texture is also double-wide to include the Czerka clothing, whereas the modified Ithorian texture is mostly a reskin. Most devices seem to be able to handle 4k textures, but if it proves to be an issue, I could downscale or remap it in a later release.
  5. Nope. This mod gives uniforms to Janos Wertka on Kashyyyk, Greeta Holda on Tatooine, B'ree on Korriban, and several NPCs that were already corrected by the Community Patch and Back in Black, such as the miners on Tatooine and the port authority on Korriban, which I included here too for completionism.
  6. View File 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 Remove the following files or replace them with backups if necessary: - modules/kas_m22aa.mod - modules/korr_m33aa.mod - modules/tat_m17ag.mod - modules/tat_m18aa.mod - override/appearance.2da - override/g_jordo.utc - override/JC_IthorianCz.mdl - override/JC_IthorianCz.mdx - override/JC_IthorianCz01.tpc - override/JC_RodianCz.mdl - override/JC_RodianCz.mdx - override/JC_RodianCz01.tpc Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides ERFEdit – stoffe & Fair Strides KOTORMax & MDLEdit – bead-v NWMax – Joco tga2tpc – ndix UR xoreos tools – xoreos team https://xoreos.org/ BSRGAN – https://github.com/cszn/BSRGAN Disclaimers CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 06/01/2023 Category Mods K1R Compatible Yes  
  7. Version 1.0

    712 downloads

    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 Remove the following files or replace them with backups if necessary: - modules/kas_m22aa.mod - modules/korr_m33aa.mod - modules/tat_m17ag.mod - modules/tat_m18aa.mod - override/appearance.2da - override/g_jordo.utc - override/JC_IthorianCz.mdl - override/JC_IthorianCz.mdx - override/JC_IthorianCz01.tpc - override/JC_RodianCz.mdl - override/JC_RodianCz.mdx - override/JC_RodianCz01.tpc Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides ERFEdit – stoffe & Fair Strides KOTORMax & MDLEdit – bead-v NWMax – Joco tga2tpc – ndix UR xoreos tools – xoreos team https://xoreos.org/ BSRGAN – https://github.com/cszn/BSRGAN Disclaimers CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  8. I initially left out the other color variants and then I made a mistake updating the installer (added all the line instructions and then didn't tell TSLPatcher to actually process those lines). Now I've updated it again and they should be fixed this time.
  9. Yes, it's compatible with the Community Patch. I don't know if it's compatible with the other mod.
  10. I have made a fair bit of progress with this. I've created a system that makes it fairly easy for other mods to add new holocrons without requiring extra compatibility patches. I've achieved this by pacing acquisition of the holocrons similar to the lightsaber and Force forms, so which holocrons you receive depend on your character progression, rather than the order in which you visited the planets. The Disciple has reactions for generic Jedi and Sith holocrons, which would grant a random Force power or Force points similar to the dark taint in the Tomb of Freedon Nadd. My plan is for the base mod to include four Jedi and four Sith holocrons (i.e. three of each group of holocrons will have unique reactions and one will have the generic one). Any holocrons added by other mods would add to the count of generic holocrons without breaking anything. What remains is to: Copy the same changes to the Disciple's Khoonda dialogue and modify it for the version with him there. I didn't want to do that manually, so I stopped working on it until a better option was available, and I think I have a good idea of how to write a tool to resolve this now. Finish the holocron models. I started some, but I forget what state I left them in. Implement cutscenes for examining the holocron, both on the Ebon Hawk and on Khoonda. Place each holocron and implement the discovery cutscenes. Finish the Disciple's Jedi training dialogue and implement the cutscene for it. Get multiple people to test the game. I also of course plan to design the mod to be compatible with any male Exile & Disciple mods such as Party Swap and Handmaiden and Female Exile - Disciple and Male Exile Romance without much fuss. As I said in the K1 thread, I have a WIP thread here, but it's out of date. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue. The K2 mod would have to be a little different from K1 because it's not possible to give every character a unique design, both for technical and thematic reasons. Technically, there is a limit of how many lightsaber models can be added to the game. Every color counts as a separate model, so there are trade-offs with the number of distinct hilts one wants to provide and the number of colors that can be made available for each hilt. Thematically, the game does not provide any "canon" lightsaber colors for the player or party members, and it feels wrong to me to lock most of them into specific hilt designs with that in mind. The up side of not assigning a distinct hilt to each party member is that hilts could then be available for any color. Regardless, as in the K1 version, other NPCs like the Jedi Masters would have unique hilts, and there would lootable lightsaber items with unique hilts, such as Freedon Nadd's. There would also be "material" hilts that could be crafted by finding rare items throughout the game. Maybe the player and party hilts could be handled by providing more of those options. My priority is to finish the K1 version before moving on to K2, but I would welcome any contribution for either game.
  11. For me the issue is not that Taris is long, but that it has repetitive combat sequences back to back. I don't think replacing some of it with non-combat will make the planet longer. However, restoration mods to date have typically added the restored content on top of the combat sequences that replaced them, rather than providing it as an alternative to the combat as BioWare likely intended in the original plan, so I understand your apprehension.
  12. I've had some ideas for how to implement an influence system in KOTOR 1 for a long time now that I think might help here. I'm going to try to implement it over the summer. "Hardening" NPCs à la Dragon Age is a mod I'd really like to see as well, for both games. We talked about the "or something" part before which evolved into a cross-planet quest in which a Jedi archaeologist on Dantooine sends you to look for a crystal cave on Tatooine. You would meet with the Jedi's contact in Anchorhead, whom you would find dead. You'd chase the bounty hunter who killed your contact and get back the stolen map to the caves. We talked about maybe incorporating the Sand People as guides or as an alternate path to get to the caves, too. From there, you'd take a swoop bike to a new module in the desert and descend into the caves, where you'd fight some kell dragons and find the crystals. A Sith who is also after the crystals would follow you, and then there would be various choices to resolve the conflict. You'd then have to find an alternate path out of the caves since the Sith cut the line, something like using the Force or explosives to clear a new tunnel. Apart from the creation of a new area for the caves, I don't think it's a huge undertaking. It's something I'd be interested in doing eventually, but I'm not great at modeling, so I've been waiting until I have more time to practice or someone who wants to make some caves comes along. Rather than changing the area layout and combining the two modules, I would suggest removing a lot of the combat encounters in the first area and replacing them with the cut Gamorrean village. There's nothing left of the village in the game files, so this would have to be original content. There could be a non-violent option to free Zaalbar and some new side quests, maybe a restoration of the trash compactor puzzle too. I was working on a port of the enclave sublevel for a while. Again, this is a case in which I don't want to fuss around with the area model. This one is easier to fix up, but it's tedious work, so I put off working on it. However, I did get pretty far along with filling the area with content for five side quests: A sparring tournament similar to the Taris dueling arena. This would include the two cut Jedi (the guy who has a dinky sword and his master). A quest that serves as a prequel to the "Meet and Greet" droids in the second game. You would help the technician diagnose why the protocol droids keep blowing up by play-acting different scenarios to test their behavioral programs, like pretending to be a visiting delegate or that the enclave is under attack. A puzzle involving the power grid that would have you overload power conduits in a certain order. This would be an environmental puzzle because you would go around figuring out which devices in each room need to be turned on or off. A quest do discover and repair Darth Revan's robes, giving you a lesser version of the ones you can craft on the Star Forge and without alignment restriction. A puzzle in the library that leads you to discover a Sith holocron. There would be data glitches in texts about the history of the Jedi and Sith which, when arranged in the correct order, reveal an access code to the enclaves mainframe. After finding the holocron, you could accept or reject its offer for power. I remember we talked about this one before too. You suggested that the Sith ambush you outside the gates on Tatooine, which I liked. I was also thinking that if you visit Korriban last, there would be a new Sith Master in the academy who seems like just another instructor there, but then they lie in wait for you in the Tomb of Naga Sadow. And for Manaan, I thought it might be interesting if the Sith board your ship, like the two combat sequences on the Ebon Hawk in the second game. I have a thread about it here, but it hasn't been updated in five years and my ideas have evolved since then. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue. There would be hilts for the player classes and all party members which would come with each character, as well as the Heart of the Guardian and Mantle of the Force. There would also be ten "material" hilts that could be crafted by finding rare items throughout the game. For example, the beskar lightsaber could be crafted after you loot some of the metal from Mandalorian enemies and the dragonbone hilt could be crafted after you slay the krayt dragon on Tatooine. Notable NPCs such as Belaya and Yuthura would also have unique hilts, and there would other unique lightsabers that you could loot, such as Shaela Nuur's and Nemo's. While I've gotten better at modeling lightsabers since I started the project, it still takes me a long time to make one. I'd welcome any contribution, although I should get around to updating my thread with the new plans so things can be discussed properly.
  13. I don't have the game on Android, so I have no way of implementing and testing a fix. I suspect it is device-specific OpenGL issue and probably not fixable anyway.
  14. This only affects which model is rendered for the creature.
  15. Version 1.0

    27 downloads

    Summary This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid and laigreks are replaced with katarn. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation Remove the following files or replace them with backups if necessary: - appearance.2da - plc_knrthcps.mdl - plc_knrthcps.mdl - plc_knrthvin.mdl - plc_knrthvin.mdl Compatibility There are no known compatibility issues at this time. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides 2DAEditor – VarsityPuppet KOTORMax & MDLEdit – bead-v NWMax – Joco xoreos tools – xoreos team https://xoreos.org/ Disclaimers NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  16. View File JC's Spider Filter for K2 Summary This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid and laigreks are replaced with katarn. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation Remove the following files or replace them with backups if necessary: - appearance.2da - plc_knrthcps.mdl - plc_knrthcps.mdl - plc_knrthvin.mdl - plc_knrthvin.mdl Compatibility There are no known compatibility issues at this time. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides 2DAEditor – VarsityPuppet KOTORMax & MDLEdit – bead-v NWMax – Joco xoreos tools – xoreos team https://xoreos.org/ Disclaimers NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 05/02/2023 Category Mods TSLRCM Compatible Yes  
  17. Version 1.1

    41 downloads

    Summary This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation Remove the following files or replace them with backups if necessary: - appearance.2da - plc_knrthcps.mdl - plc_knrthcps.mdl - plc_knrthvin.mdl - plc_knrthvin.mdl Compatibility There are no known compatibility issues at this time. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides 2DAEditor – VarsityPuppet KOTORMax & MDLEdit – bead-v NWMax – Joco xoreos tools – xoreos team https://xoreos.org/ Disclaimers NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  18. View File JC's Spider Filter for K1 Summary This mod removes spider-like creature appearances from the game. Kinrath are replaced with wraid. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation Remove the following files or replace them with backups if necessary: - appearance.2da - plc_knrthcps.mdl - plc_knrthcps.mdl - plc_knrthvin.mdl - plc_knrthvin.mdl Compatibility There are no known compatibility issues at this time. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides 2DAEditor – VarsityPuppet KOTORMax & MDLEdit – bead-v NWMax – Joco xoreos tools – xoreos team https://xoreos.org/ Disclaimers NOT ARACHNOPHOBIC, JUS' DON' LOIK 'EM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 05/02/2023 Category Mods K1R Compatible Yes  
  19. TSLPatcher has a bug that makes it report an error for the wrong file sometimes. The actual problem would be with the next file, which looks like k_sta_lightjedi1.utc.
  20. Version 1.0

    202 downloads

    Summary This mod restores an instant death event triggered by going to space without a space suit. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Copy k_plev_airouopn2.ncs to your override folder. Uninstallation From Automatic Installation Replace the following file with backup if necessary, otherwise remove: - modules/lev_m40ad.mod From Manual Installation Remove the following file: - override/k_plev_airouopn2.ncs Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Credits TSLPatcher – stoffe & Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe & Fair Strides NWNSSCOMP – Torlack, stoffe, & tk102 xoreos tools – xoreos team https://xoreos.org/ Permissions Mod JC's Leviathan: Ain't No Air in Space for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Attribution Preference "Leviathan: Ain't No Air in Space by JCarter426" or "uses JC's Leviathan: Ain't No Air in Space" or some other reasonable phrasing. Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers THERE'S AN AIR AND SPACE MUSEUM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  21. View File JC's Leviathan: Ain't No Air in Space for K1 Summary This mod restores an instant death event triggered by going to space without a space suit. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Copy k_plev_airouopn2.ncs to your override folder. Uninstallation From Automatic Installation Replace the following file with backup if necessary, otherwise remove: - modules/lev_m40ad.mod From Manual Installation Remove the following file: - override/k_plev_airouopn2.ncs Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Credits TSLPatcher – stoffe & Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe & Fair Strides NWNSSCOMP – Torlack, stoffe, & tk102 xoreos tools – xoreos team https://xoreos.org/ Permissions Mod JC's Leviathan: Ain't No Air in Space for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Attribution Preference "Leviathan: Ain't No Air in Space by JCarter426" or "uses JC's Leviathan: Ain't No Air in Space" or some other reasonable phrasing. Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers THERE'S AN AIR AND SPACE MUSEUM. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 04/15/2023 Category Mods K1R Compatible Yes  
  22. It's possible to add new colors, although I have no plans to do so at this time.
  23. Version 1.1

    1,205 downloads

    Summary This mod is focused on the so-called Quest Crystal, a powerful lightsaber crystal only the player character can utilize. There are three parts to this mod, which may be installed together or individually: Class-Based Properties The Quest Crystal in the original game has differing properties depending on your character's level and alignment only. This option gives the Quest Crystal differing properties based on your character's class in addition to their level and alignment. Each combination of class and alignment has access to a unique set of item properties. Workbench Attunement In the original game, only Kreia is able to attune your Quest Crystal to keep it up to date with your character's stats. This option allows you to attune the crystal yourself when Kreia is not available as a party member. This option also removes the "[Learn about using the workbench.]" dialogue from any workbenches you can access after the game's prologue. Bug Fixes In the original game, you are not always given a Quest Crystal that properly reflects your player character. This mod includes bug fixes to correct that problem. While all of the installation options include these bug fixes, they can also be installed alone without the rest of the mod. Installation Extract files from the downloaded archive. Run Install.exe. Select which option you want to install: a) Class-Based Properties + Workbench Attunement b) Class-Based Properties c) Workbench Attunement d) Bug Fixes Only Click "Install Mod" and select your game directory (default name SWKOTOR2). This Workbench Attunement part of this mod only supports the English language version of the game at this time. Uninstallation Remove the installed files or replace from backups if necessary. Credits KOTOR Tool – Fred Tetra 2DA Editor – VarsityPuppet TSLPatcher – stoffe & Fair Strides DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe & Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 xoreos tools – xoreos team https://xoreos.org/ with thanks to @Snigaroo for help deciding the class-based item properties Permissions Mod: JC's Crystal Attunement for K2 Mod Author: JCarter426 Game: Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference: "Crystal Attunement by JCarter426" or "uses JC's Crystal Attunement" or some other reasonable phrasing. This mod resource is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers THE CRYSTAL IS THE HEART OF THE BLADE. THE HEART IS THE CRYSTAL OF THE JEDI. THE JEDI IS THE CRYSTAL OF THE FORCE. THE FORCE IS THE BLADE OF THE HEART. THE SONG FAITH OF THE HEART IS THE THEME TUNE OF STAR TREK: ENTERPRISE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  24. View File JC's Crystal Attunement for K2 Summary This mod is focused on the so-called Quest Crystal, a powerful lightsaber crystal only the player character can utilize. There are three parts to this mod, which may be installed together or individually: Class-Based Properties The Quest Crystal in the original game has differing properties depending on your character's level and alignment only. This option gives the Quest Crystal differing properties based on your character's class in addition to their level and alignment. Each combination of class and alignment has access to a unique set of item properties. Workbench Attunement In the original game, only Kreia is able to attune your Quest Crystal to keep it up to date with your character's stats. This option allows you to attune the crystal yourself when Kreia is not available as a party member. This option also removes the "[Learn about using the workbench.]" dialogue from any workbenches you can access after the game's prologue. Bug Fixes In the original game, you are not always given a Quest Crystal that properly reflects your player character. This mod includes bug fixes to correct that problem. While all of the installation options include these bug fixes, they can also be installed alone without the rest of the mod. Installation Extract files from the downloaded archive. Run Install.exe. Select which option you want to install: a) Class-Based Properties + Workbench Attunement b) Class-Based Properties c) Workbench Attunement d) Bug Fixes Only Click "Install Mod" and select your game directory (default name SWKOTOR2). This Workbench Attunement part of this mod only supports the English language version of the game at this time. Uninstallation Remove the installed files or replace from backups if necessary. Credits KOTOR Tool – Fred Tetra 2DA Editor – VarsityPuppet TSLPatcher – stoffe & Fair Strides DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe & Fair Strides K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 xoreos tools – xoreos team https://xoreos.org/ with thanks to @Snigaroo for help deciding the class-based item properties Permissions Mod: JC's Crystal Attunement for K2 Mod Author: JCarter426 Game: Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference: "Crystal Attunement by JCarter426" or "uses JC's Crystal Attunement" or some other reasonable phrasing. This mod resource is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers THE CRYSTAL IS THE HEART OF THE BLADE. THE HEART IS THE CRYSTAL OF THE JEDI. THE JEDI IS THE CRYSTAL OF THE FORCE. THE FORCE IS THE BLADE OF THE HEART. THE SONG FAITH OF THE HEART IS THE THEME TUNE OF STAR TREK: ENTERPRISE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 03/13/2023 Category Mods TSLRCM Compatible Yes  
  25. You shouldn't put them anywhere. TSLPatcher installs the files to the correct location when run.