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Files posted by JCarter426
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JC's Lightsaber Visual Effects for K1
By JCarter426 in Mods
Summary
This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.
I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original.
I've also included some alternate texture options:
Brighter Green
The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi.
Darker Blue
The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith.
Heart & Mantle
There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option.
Installation
Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files.
Uninstallation
Remove the installed files.
Compatibility
This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.
This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.
Credits
KOTOR Tool – Fred Tetra
Saber – Andrew Kramer & VideoCopilot.net
tga2tpc – ndix UR
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Disclaimers
IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
19,221 downloads
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JC's Robe Adjustment for K1
By JCarter426 in Mods
Summary
This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together:
Apprentice Robes:
The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes:
Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation
Run Robe_Adjustment_K1.exe. Select which version to install.
a) Apprentice Robes
b) Early Jedi Robes
c) Both a) and b). Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
Remove the installed files or replace from backups if necessary. Compatibility
This mod overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe
DeNCS – JdNoa & Dashus
K-GFF – tk102
NWNSSCOMP – Torlack, stoffe, & tk102
And thanks to ebmar and DarthParametric for planning and reconnaissance.
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Disclaimers
THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
3,074 downloads
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JC's Mandalorian Armor for K1
By JCarter426 in Mods
Summary
This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them.
The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this:
With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following:
Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B.
Installation
Run Mandalorian_Armor_K1.exe. Select which version to install.
a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold).
b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation
Remove the installed files or replace from backups if necessary. Compatibility
This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111.
Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file.
If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property.
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe
K-GFF – tk102
KOTORMax – bead-v
NWMax – Joco
tga2tpc – ndix UR
Disclaimers
FOR MANDALORE!!!!!!!
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
28,930 downloads
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JC's Player Soundset Restoration for K2
By JCarter426 in Mods
Summary
In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions.
In the second game, however, the player is mute.
This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords.
The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game.
Installation
Run Player_Soundset_Restoration.exe.
Uninstallation
Remove the installed files.
Compatibility
This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe, with updates by Fair Strides
SSF Editor– stoffe
Permissions
Mod
JC's Player Soundset Restoration for K2
Mod Author
JCarter426
Game
Star Wars: Knights of the Old Republic II - The Sith Lords
Attribution Preference
"Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing.
This mod is released under the following licenses:
Attribution Only License
Attribution Only License (AOL)
* You've got mods! *
The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.
The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
(For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
(For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.
Disclaimers
WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
2,261 downloads
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JC's Teal Hammerhead for K1
By JCarter426 in Mods
Summary
The Harbinger, the Hammerhead-class ship in Star Wars: Knights of the Old Republic II - The Sith Lords, has a distinctively different appearance from that of Republic ships in the first game.
This mod gives the ships in the first game the color scheme of the ships from the second game, changing the red to a more muted teal.
Installation
Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one).
Uninstallation
Remove the installed files.
Compatibility
This mod is incompatible with other mods that alter the Endar Spire/Hammerhead ship textures.
Credits
KOTOR Tool – Fred Tetra
tga2tpc – ndix UR
Permissions
Mod
JC's Teal Hammerhead for K1
Mod Author
JCarter426
Game
Star Wars: Knights of the Old Republic
Source of Ported Assets
Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment
Attribution Preference
"Teal Hammerhead by JCarter426" or "uses JC's Teal Hammerhead textures" or some other reasonable phrasing.
This mod is released under the following licenses:
Attribution Only License Ported Content License
Attribution Only License (AOL)
* You've got mods! *
The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.
The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
(For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
(For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.
Ported Content License (PCL)
This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is.
(For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.")
Disclaimers
FOR THE REPUBLIC!!!!!!!
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
333 downloads
0 comments
Updated
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JC's Zhug Attack Fix for TSLRCM
By JCarter426 in Mods
Summary
I noticed two issues regarding the Zhug attack in TSLRCM:
Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things.
This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
Installation
Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation
Remove the installed files. Replace with backups if necessary. Compatibility
This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this.
It may also not be compatible with other mods that alter the Zhug encounter.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe
K-GFF – tk102
NWNSSCOMP – Torlack, stoffe, & tk102
Permissions
To the maintainers of TSLRCM:
Maybe include this in the next update? If there is one? Maybe?
To everyone else:
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Disclaimers
I'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
4,060 downloads
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JC's Merchant Inventory Fix for K2
By JCarter426 in Mods
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.
805 downloads
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JC's Republic Soldier Fix for K2
By JCarter426 in Mods
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.
6,018 downloads
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JC's Merchant Inventory Fix for K1
By JCarter426 in Mods
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.
3,293 downloads
0 comments
Updated
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JC's Security Spikes for K1
By JCarter426 in Mods
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.
29,415 downloads
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JC's Darksaber for K2
By JCarter426 in Mods
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".
4,479 downloads
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JC's Minor Fixes for K1
By JCarter426 in Mods
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.
43,037 downloads
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JC's Supermodel Fix for K2
By JCarter426 in Mods
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.
32,066 downloads
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Odyssey++
By JCarter426 in Modding Tools
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
334 downloads
0 comments
Updated
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Backstroke of the Old Republic
By JCarter426 in Mods
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.
343 downloads
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JC's Force Knock for K2
By JCarter426 in Mods
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).
761 downloads
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JC's Handmaiden Sisters
By JCarter426 in Mods
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.
24,185 downloads
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JC's Supermodel Fix for K1
By JCarter426 in Mods
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.
1,988 downloads
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JC's Fashion Line B: Commoner Clothing for K2
By JCarter426 in Mods
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.
831 downloads
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JC's Republic Soldier Fix for K1
By JCarter426 in Mods
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.
43,923 downloads
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JC's Dense Aliens for K1
By JCarter426 in Mods
There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.
4,383 downloads
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JC's Shader Fixes for K2
By JCarter426 in Mods
When they made K2, Obsidian removed several shaders from characters that had them in K1. I suspect this was part of a systematic effort to improve performance on the Xbox. There's no such technical limitation on modern computers, however. But the perplexing thing about it is the shaders weren't just removed, but for some characters you can't even give them shaders in the conventional way that would always work in K1. There is another way, oen that other mods have used already, but I think it's a bit of a hack method. Even though I've used it myself for years, I never released my work as a mod because the installation process is less than ideal. Recent insights, however, have allowed me to finally understand why the heck this happens and come up with an alternative solution that doesn't require mucking around in appearance.2da.
This mod alters the appearance of certain characters in the game, giving them shaders, making them nice and shiny. The affected characters are Mandalorians, T3-M4, and all the HK units (HK-47, the 50s, and the 51s).
For the Mandalorians, I can safely say their shaders are just straight up missing. They're shiny in K1 and not in K2. In K1 they only ever appear in small numbers, but in K2 there's a whole camp of them on Dxun - I think that was the problem for the poor little Xbox. I've made them shiny again, though I didn't just copy the alpha channel from K1 as I didn't particularly care for it. It looked like there was too much contrast to me, with some parts having no shader and then parts right next to them were totally shiny. I tried to make mine subtler so all the metal pieces have a mild shine, with none on the body glove.
I've also fixed some other issues present on the Mandalorian model. One of the finger bones was visible and there were some smoothing and weighting errors. The HK-51s aren't even in the original release of the game. But HK-47 is quite shiny in K1 and I think the later models ought to be as well. While the 51s don't appear and the 50s only appear in small numbers, there was supposed to be an entire factory of them late in the game, so - I think they had their shininess removed for the same reason as the Mandalorians.
For the HK-51s, I've also fixed some texture issues around the photoreceptors.
HK-47 himself is not shiny in K2 because he's worn down and rusted all over. I don't think a technical reason was responsible for the lack of shaders here; he probably looks as the designers intended. But I thought he could do with a little bit, a hint of his former glory. T3's situation was similar. For both of them, I tried to apply shiny to the parts that look like they're still working, with the amount on all the rust and banged up bits reduced to almost nothing.
I've separated them into different folders in case you only want to use some of them.
1,391 downloads
0 comments
Updated
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JC's Minor Fixes for K2
By JCarter426 in Mods
This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial.
Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install.
Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions.
21,344 downloads
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JC's Canderous Ported from K2 to K1
By JCarter426 in Skins
This mod alters Canderous' appearance, porting the unused texture from K2 to be used in K1.
711 downloads
0 comments
Submitted
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JC's Blaster Visual Effects for K2
By JCarter426 in Mods
This mod changes the visual effects for all the laser blasts in the game. Energy blasters, ion blasters, disruptors, bowcasters - I've replaced them all. Except sonic, because really, sonic?
In general, I've added more detail and made them match what's depicted on film as best as I could, when there was a visual reference. I took screenshots of the movies and got out my eyedropper tool and everything. The cores of the lasers are brighter so they look more like lasers, instead of having the whole thing as one flat color. I also messed around with light objects so each laser will illuminate surrounding objects in the appropriate color.
For disruptors, I've included three color options: white, green, and yellow. The default install is white, like the original, and the other two are included as optional things.
26,605 downloads