InSidious

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Files posted by InSidious

  1. Lightsaber and Force Forms

    This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II.
     
    Stats for the forms are as follows:
     
    Form I: Shii-Cho:- Attack +1, Defense Bonus 2
     
    Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3
     
    Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher)
     
    Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel)
     
    Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian)
     
    Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel)
     
    Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian)
     
    Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel)
     
    Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel)
     
    Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian)
     
    Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular)
     
    Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular)
     
    Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular)
     
    Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular)
     
    Compatibility:
    This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities
    with any mod which alters or makes use of:
     
    - the script slot for Entry 99 of kor35_utharwynn.dlg
    - the script slot for Entry 0 of kor39_utharwynn.dlg
    - the script slot for Entry 19 of dan13_belaya.dlg
    - the script slot for Entry 1 of k_player_dialog.dlg
    - unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script.
    - Item 99 in the droppable list for kas25_wraid.utc
     
    Credits:
    Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed;
    to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
    to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
    to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
    to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one;
    to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod;
    to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
    and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
     
    Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod;
    Also to Sith Holocron and Fair Strides, who beta-tested for me;
    And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience:
    Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update.
     
    Voice Overs:
    Sith Holocron as the Sith Holocron;
    Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh;
    Melissa Trudeau as the Sith Trainer.
     
    Locations of Holocrons / What they teach:
    NB: Do not read if you want this to be a surprise!
     
    ****
    Dantooine:
    You learn the Shii-Cho during the initial training montage.
    You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9.
    You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11.
     
    Korriban:
    You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords.
    You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow.
     
    Kashyyyk:
    You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands.
     
    Unknown World:
    You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple.
     
    ****

    6,745 downloads

       (4 reviews)

    24 comments

    Updated

  2. Azgath N'Dul's Tomb

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul.
    You will find it between the tombs of Ajunta Pall and Tulak Hord.
    A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul.
    This is because of a model change that mod introduces.
    They won't crash your game, but they will look a bit odd.
     
    This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before,
    a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device.
    I've tried to keep the stats fairly balanced, but that's by my judgment.
     
    N.B.: Robes included in this mod may not be compatible with robe mods which you have installed.
     
    Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.

    8,857 downloads

       (3 reviews)

    20 comments

    Updated

  3. Hi-Res Beam Effects

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.

    45,992 downloads

       (8 reviews)

    10 comments

    Updated

  4. Azgath N'Dul's Tomb Patch

    Kemar Elim will now appear on Onderon after you arrive back there the second time, enabling
    the completion of the sidequest. He's out of the way of the soldiers, so you may have to
    search a little to find him. Also, be warned that you can _only_ start the quest the first time you
    go to Onderon. If you try to do so the second time, he won't speak to you.
     
    I've also cleaned things up with the holocron in the tomb a bit, so that it's less...messy. Hopefully,
    this will eliminate any errors.

    4,115 downloads

       (2 reviews)

    10 comments

    Updated

  5. The Deadly Stream

    Description
    Just a little joke mod, made in imitation of the old Holowan Spire that Doom_Dealer made.
    On this one you can meet and interact with a few of the regulars on the DS forums.
    If it proves popular, I may expand it later on.
     
    Please don't be upset if I didn't include you. This is a joke mod, and it's meant
    in a spirit of fun.
     
    Installation
    Put 'deadlystream.mod' into your Modules folder. Do *NOT* put it in the Override.
     
    To get there in game, type "warp deadlystream" into the console and hit return.
     
    Uninstallation
    Remove the file again.
     
    Permissions
    You may not upload new versions of this mod without my permission.
    You may not upload this mod to other websites without my permission.
    You may not claim to be the author of this mod.
     
    Credits & Thanks
    Thanks to:
    - Hassat Hunter for spotting the bug in v1.0;
    - Doom_Dealer for the original Holowan Spire;
    - Fair Stride for help bugfixing, and for letting me bounce ideas off him;
    - DeadlyStream.com for being such a fun, nice place.

    351 downloads

       (5 reviews)

    9 comments

    Updated

  6. Korriban Academy Workbench

    A little while ago it struck me - The Dantooine Jedi academy has a workbench,
    but the Korriban Academy didn't, which can be very inconvenient. In fact, there
    wasn't one on all Korriban.
     
    This mod fixes all that! Now there is a workbench in the little room which leads
    to the Valley of the Dark Lords. It's just on the left as you come in.
     
    The only mod conflict that there might be is if someone else's mod modifies Master
    Uthar's dialogue.

    34,535 downloads

       (5 reviews)

    7 comments

    Submitted

  7. [TSL] Lost Modules Pack

    Not really a mod, more of a modding resource. Here I've gathered the 7 most useful
    'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially
    just room models in the game files. Why do I say 'most useful'? There are a few more -
    one of which is a slice of corridor, and several bits of the Unknown World temple-top,
    but none of these are much different or much more useful than the already existing modules,
    or the ones I have packaged here. Neither are they particularly exemplary.
     
    And so, here they are. I would guess that the modules' functions would be:
     
    In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack.
    This consisted mainly of areas for which area models, walkmesh and lightmaps existed
    in the game files, but no module file. I complied these for use.
     
    Shortly aftewards I found around three others for TSL, which I intended to release
    around the time of my release of another mod of mine. The mod got delayed, and I
    forgot about the lost modules for a long time, until reminded by VarsityPuppet.
     
    Unlike the KotOR I set, these don't appear to have been made for areas which were
    then unused, but were probably for test effects, or similar purposes. They are:
     
    000test - Empty, box-shaped room. The camera clips through the walls, like it
    does in most custom modules.
     
    000trl - Small, empty area with a foggy floor. Perhaps has something to do with
    the main menu, when completed by a character with the Sith Lord prestige
    class?
     
    999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test?
     
    Usage and credit
    I make no claim over usage - you may create and upload your own versions of this mod
    however and wherever you like - but please credit me appropriately.
     
    Please also do not upload or claim credit for an unmodified version of this mod elsewhere.
    It's just rude.

    187 downloads

       (1 review)

    7 comments

    Submitted

  8. Dxun Holocron

    Introduction
    This mod adds a new holocron to the game, which can be found on a corpse on Dxun.
    In addition to giving the player bonuses to their maximum Force Points, which unlock at
    levels 12, 14, and 16, the mod also gives the player the opportunity to learn three
    new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X),
    which can be activated as non-medical abilities. (The vanilla lightsaber forms are
    hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in
    which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber
    Forms become available at levels 13, 15, and 17.
    Their stats are as follows:
    Sokan:
    Attack +3
    Damage Bonus +1
    Reflex Saves +3
    Defence Bonus 2
    Defence Bonus vs. Piercing -2 (net bonus: 0)
    Shi'en:
    Attack +3
    Damage Bonus +3
    Defence Bonus -2
    Blaster Deflect -2
    Reflex Saves -2
    Niman/Jar'Kai:
    Attack +2
    Offhand attack bonus +3
    Defence Bonus 1
    Fortitude Saves -1
    Installation
    Double click 'Install Dxun Holocron', and hit the 'Install mod' button.
     
    Uninstallation
    Remove the following files from your Override folder:
    di_d_gk1.ncs
    di_g_lf8.ncs
    di_g_lf9.ncs
    di_g_lf10.ncs
    di_gk1.utc
    di_jh_01.dlg
    di_jh_01.ncs
    di_jh_01.uti
    di_jhc.utp
    di_k2s_lf8.ncs
    di_k2s_lf9.ncs
    di_k2s_lf10.ncs
    di_k2s_lf8.uti
    di_k2s_lf9.uti
    di_k2s_lf10.uti
    di_s_gk1.ncs
    di_s_jhc.ncs
    ii_datapad_063.tga
    ii_datapad_064.tga
    ii_datapad_065.tga
    ii_datapad_066.tga
    Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created
    by TSLPatcher on installation into your Override folder. If no such folder was created
    on install by the game, you can (probably) safely delete these two files as well.
     
    Known Bugs
    The new Lightsaber Forms won't appear in the same place as the vanilla forms do
    on the GUI, but in the non-medical items slot (with the shields, basically).
    There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded.
    Credits
    Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
    to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
    to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
    to Holowan Labs, which was by far the best place to work on KotOR mods on the internet;
    and to Obsidian, Bioware, and LucasArts, for making both KotOR games.

    1,119 downloads

       (0 reviews)

    7 comments

    Updated

  9. TSL Rapid Transit System

    Description
    This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I.
    It consists of a new useable item, called "Rapid Transit System". It appears
    in the shields menu. Clicking it will transport the player from their current location
    to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos).
    Clicking the item again while at the base will return the player and their party to
    their previous location.
    The item is given to you on Telos, after you are moved to the apartment in Residential 082.
    Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting
    return.
    Installation
    Double click on "Install TSL Rapid Transit System", and hit the "install mod" button.

    Uninstallation
    Remove the following files from your Override folder:
    di_g_rts.ncs
    di_last_loc.utw
    di_rts.ncs
    di_rts_01.uti

    Credits and Thanks
    Thanks to DarthParametric for allowing me to bounce ideas off him,
    and particular thanks to JCarter for fixing my wonky scripting.
     
    Acknowledgements
    All materials and copyrights belong to LucasArts, and Bioware.
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask for my permission first.
     

    529 downloads

       (1 review)

    7 comments

    Submitted

  10. [K1] Hi-Res Beam Effects

    Hi-Res Beam Effects for K1
    ==========================
    by Darth InSidious
    ==================
     
    Description
    -----------
    This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions.
    The mod does not replace the Death Field or Force Lightning effects effects.
     
    Installation
    ------------
    Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder.
     
    Uninstallation
    --------------
    Take the files out again.
     
    Legal Disclaimer
    ----------------
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.
     
    Thanks to:
    ----------
    Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects;
    Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
    KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ;
    Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .

    64,533 downloads

       (11 reviews)

    6 comments

    Updated

  11. Sonic Screwdriver

    Description
     
    The sonic screwdriver comes from the planet Gallifrey, in the constellation
    of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock
    things, it also has its uses as a weapon, particularly against machines.
     
    Damage Bonus, Sonic +2
    Damage Bonus vs. Droids, Ion +1-4
    Repair +2
     
    To get it in-game, it can be purchased from Crattis Yurkal on Dantooine.
    Alternatively, you can get it by typing "giveitem di_ssd_01"
    and "giveitem di_ssd_02" into the console, without quote,
    and hitting the return key.
     
    This mod adds two items to the game: a weapon, the stats of which are
    outlined above, and a useable item. The useable item will allow the player
    to open closed doors and unlock placeable items, dependent on scoring 15 or
    higher on a random number generator out of 20. If not, the effect will fizzle.
    The player also needs to have the sonic screwdriver weapon actually equipped
    at the time in order to use this.
     
    N.B.: This mod is incompatible with any other which modifies the file
    "dan13_crattis.dlg".
     
     
    Installation
    Double click on "Install Sonic Screwdriver for KotOR I", and hit the "Install Mod" button.
     
    Uninstallation
    Remove the following files from your Override folder:
     
     
    di_ss_01.ncs
    di_ss_01.tga
    di_ss_01.txi
    di_ssd_01.dlg
    di_ssd_01.uti
    di_ssd_02.uti
    ip_pltuseitem_241.tga
    iw_SonicPstl_241.tga
    w_SonicPstl_241.mdl
    w_SonicPstl_241.mdx
     
    If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game.
     
    Credits & Thanks
    -Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly;
    -Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model;
    -Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground.
    -Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .
     
    Disclaimer
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.

    446 downloads

       (2 reviews)

    6 comments

    Submitted

  12. TSL MP3 Player

    Description
    This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
    It allows you to play your own music in-game, through a device called <FullName>'s Music Player,
    (where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own,
    or to return to playing the game's default music. It will do this via a dialogue menu.
    I've made a couple of improvements over the original:
    1) This mod allows you to use 25 tracks, instead of 20;
    2) This mod allows you to reset to the game's default music whenever you want,
    using the 'Play local radio' option (n.b.: 'Known Bugs', below).
    You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
    or you can make it at the workbench.
    Installation
    Installation of this mod comes in two parts.
    1) Use the TSLPatcher .exe included to install the base mod
    (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)
    2) Adding your tracks to the game:
    i. Select up to 25 tracks that you have on your computer.
       These *must* be in MP3 format.
    ii. Copy the tracks to a new folder.
    iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
    iv. Copy the renamed files to your StreamMusic folder inside the base game folder.
    Uninstallation
    1. Delete the new tracks you added to your StreamMusic folder.
    2. Delete the following files from your Override folder:
    di_mp3.ncs
    di_mp3.uti
    di_mp3p.dlg
    di_mp3p_1.ncs
    di_mp3p_2.ncs
    di_mp3p_3.ncs
    di_mp3p_4.ncs
    di_mp3p_5.ncs
    di_mp3p_6.ncs
    di_mp3p_7.ncs
    di_mp3p_8.ncs
    di_mp3p_9.ncs
    di_mp3p_10.ncs
    di_mp3p_11.ncs
    di_mp3p_12.ncs
    di_mp3p_13.ncs
    di_mp3p_14.ncs
    di_mp3p_15.ncs
    di_mp3p_16.ncs
    di_mp3p_17.ncs
    di_mp3p_18.ncs
    di_mp3p_19.ncs
    di_mp3p_20.ncs
    di_mp3p_21.ncs
    di_mp3p_22.ncs
    di_mp3p_23.ncs
    di_mp3p_24.ncs
    di_mp3p_25.ncs
    di_mp3r.ncs
    3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
    you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
    ambientmusic.2da
    globalcat.2da
    spells.2da
    However, it is advised that you do NOT do this unless absolutely necessary,
    as these files are used in a lot of other mods.
    Known Bugs
    Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
    It should return to the normal mode area music once this finishes playing, though.
     

    87 downloads

       (0 reviews)

    6 comments

    Submitted

  13. Darksword

    This adds a new weapon, called a darksword, to the game. It is slightly less powerful
    than a lightsaber (base damage 2-14 [2d7], +1-4 electrical damage), and is what was used
    before the lightsaber was invented, particularly by the Sith. You will find the weapon
    (if you look hard enough) on the Harbinger. I’m not going to say where, so if you want it,
    be sure to check all over and not miss any compartments if possible.
     
    The mod is inspired by ChAiNz.2da’s Darksword mod for KotOR II, which he released back in 2005.
    While it’s a cool mod, I was never satisfied with the way the electrified blade looked in that
    mod, so I made this mod to rectify that.

    899 downloads

       (0 reviews)

    5 comments

    Submitted

  14. Four Force Powers

    This mod adds four new, three-tier Force Powers to KotOR - Rage, Scorch, Revitalise and Floating Lightsabres. 1 is Light Side, 1 is Dark Side, and there are two Universal Force Powers.
     
    You may recognise a few of these names from TSL or Jedi Academy, and that's because I have now recreated them for K1.
     
    Rage: Dark Side power, available at Level 13. Gives the user a bonus of +4 to Strength, +3 to Dexterity,+2 to Constitution for 20 seconds and a 50% speed bonus, while there is also a penalty of -3 to Intelligence, -2 to Wisdom, -1 to Charisma; after that the character's FPs are severely depleted, as are the character's VPs. Further, the penalties to Wisdom/Intelligence/Charisma remain, and the bonuses to Strength, Dexterity and Constitution are now penalties for 10 seconds.
     
    Knight Rage: Dark Side power, available at Level 16. Same as above, but the bonuses have increased to +4 STR, +4 DEX, +3 CON, and the penalty has increased to -4 STR, -3 DEX, -3 CON; the WIS/INT/CHA penalties remain the same.
     
    Master Rage: Dark Side power, available at Level 19. Same as above, but the bonuses have increased to STR +5, DEX +4, CON +4; the penalties remain the same.
     
    Revitalise: Light Side power, available at Level 9. Allows you to restore to life any non-droid party member killed in combat, restoring 10 VPs.
     
    Knight Revitalise: Light Side power, available at Level 12. Same as above, but will restore 20 VPs.
     
    Master Revitalise: Light Side power, available at Level 15. Same as above, but will restore 30 VPs.
     
    Scorch: Universal power, available at Level 9. Projects a spray of flame at the target, causing damage.
     
    Knight Scorch: Universal power, available at Level 12. Same as above, but does twice the damage.
     
    Master Scorch: Universal power, available at Level 15. Same as above Scorch, but does three times the damage.
     
    Floating Lightsabres I: Universal power, available at Level 10. Spawns a single lightsabre, to help you in combat, which lasts for 20 seconds . Without giving too much away, this should remind people who've played TSL of the final battle...These sabres will be a different colour depending on your alignment if you are Light Side – blue for guardians, green for consulars, yellow for sentinels, or red if you are Dark Side.
     
    Floating Lightsabres II: Universal power available at Level 13. Same as above, but spawns two lightsabres, which last for 30 seconds.
     
    Floating Lightsabres III: Universal power available at Level 16. Same as above, but spawns three lightsabres, which last for 40 seconds.
     
     
    Known Bugs:
    -The floating lightsabres have humanoid shadows. Sorry, but this seems to be someting to do with the game engine itself...
    -Some people - those with Radeon graphics cards, in particular - may run into some graphical issues - namely, the lightsabres appearing to have an all-black 'body'. I've tried to get rid of this effect, but have had no luck so far.
    -For some reason, I occasionally have problems with the KotOR Tool .utc editor when I use this mod. This may just be a problem for
    my system, though.

    5,541 downloads

       (8 reviews)

    5 comments

    Submitted

  15. Lost Modules Pack

    Not really a mod, more of a modding resource. Here I've gathered the 7 most useful
    'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially
    just room models in the game files. Why do I say 'most useful'? There are a few more -
    one of which is a slice of corridor, and several bits of the Unknown World temple-top,
    but none of these are much different or much more useful than the already existing modules,
    or the ones I have packaged here. Neither are they particularly exemplary.
     
    And so, here they are. I would guess that the modules' functions would be:
     
    m19aa - the original Tatooine temple, in which you had to retrieve the information from
    the Star Map inside a Sarlacc's maw.
     
    m21aa - Evidently a Czerka depot, possibly on Korriban.
     
    m25ab - Part of Kashyyyk, possibly the level of the Shadowlands that was cut?
     
    m45mg - Some kind of early Tatooine swoop racing area?
     
    m47aa - ? Used for a cutscene that no longer appears in-game?
     
    PLCaa - Some kind of basic area functionality test, at a guess.
     
    MQATester - Darkkender thought this was possibly for Quality Assurance,
    and it would seem likely that it was either for this, or E3.
     
     
    A few notes
    -----------
     
    -M45MG - The booster pads and obstacles were set in the .git and .lyt files, as I recall,
    and are copied straight from the ones in the final version of the Tatooine swoop
    track. I would recommend caution when editing these settings. Also, for using
    this area in-game, it is very much advisable to use the included .vis file.
    Otherwise you won't be able to see where you are going.
     
    -M19AA - Likewise on the .vis file being compulsory.
     
    -M21AA - I have heard that this can sometimes crash. If this is a problem,
    try removing the placeables from the .git file, and recompiling.

    749 downloads

       (1 review)

    5 comments

    Submitted

  16. Fork Short Lightsabers

    Co-authored with oldflash.
     
    This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game, and their crystals to the game. They can be found in the Enclave Sublevel on Dantooine, in the secure storage area.

    1,158 downloads

       (2 reviews)

    5 comments

    Submitted

  17. Ahto Transit Timetable

    Description
    This mod adds a small utility item to the game, the Ahto Transit Timetable.
    Basically, this allows the player to warp rapidly between the different modules in Ahto City.
    It's been given an in-world excuse to exist via a little dialogue and item description.
    The item is given to the player after the first cutscene on Manaan, or can be
    cheated into the game by typing "giveitem di_att" into the console.
    It will appear in the player's inventory, and can be activated from the same place
    you activate a stim or a shield.

    Installation
    Double click on "Install Ahto Transit Timetable", and hit the "install mod" button.
     
    Uninstallation
    Remove the following files from your Override folder:
    di_att.dlg
    di_att.uti
    di_att_01.ncs
    di_g_att.ncs
    di_man26aa.ncs
    di_man26ab.ncs
    di_man26ac.ncs
    di_man26ad.ncs
    di_man26ae.ncs
    You may additionally remove man26_sitharg.dlg, but only if you have installed no other mods affecting this file.

    Credits and Thanks
    Thanks to Sdub for the idea/request.

    166 downloads

       (1 review)

    5 comments

    Updated

  18. Holocron Icon Replacement

    This is a really small and slightly pedantic fix, which changes the icons for the two holocrons you find in KotOR,
    so that one (on Tatooine) looks like a Jedi Holocron, and the other, found on Korriban, looks like a Sith Holocron.
     
    Previously, th two had a generic icon which looked nothing at all like a holocron, and as I was working on a mod
    which needed a holocron for it, I decided to alter the two items while I was at it. At some point, I may make a similar
    mod for KotOR II.
     
    Please note that this mod doesn't use the TSLPatcher, so any mod which alters either holocron will be incompatible.
    To fix this, open the .uti file for the holocron using KotOR Tool, change the "model variation" to the number of
    the holocron model (i.e., 087 for the Jedi holocron, 088 for the Sith one), and save.
     
    Also, the mod uses plot useable item icon slots 87 and 88 for the Jedi and Sith holocrons respectively, so any mod
    which uses these icon slots for a different purpose will be incompatible. To fix this, simply rename the icons to a high enough number that they don't conflict with the other mod any more
    (e.g., to ip_pltuseitm_090), and then open the .uti file using KotOR Tool, change the "model variation" to that number,
    and save.

    2,702 downloads

       (11 reviews)

    4 comments

    Updated

  19. Jedi General Robe

    NB: May require 7Zip to unzip this archive.
     
    This mod adds some robes to the game, called Jedi General Robes.
    They can be bought from Mika Dorin's store on Korriban.
    They have the following properties:
    Defense Bonus 3
    Charisma bous +1
    Will bonus +2
    Reflex bonus +1
     
    The robes can be bought from Mika Dorin on Korriban after the Leviathan, or cheated into the game by typing "giveitem di_jgr" into the console (without the quote marks).

    1,609 downloads

       (1 review)

    4 comments

    Submitted

  20. Gameplay Rework

    The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below:
     
    classes.2da:
    Skill points readjusted:
     
    Soldiers get 1 base Skill Point
    Scouts get 2
    Scoundrels get 2
     
    Guardians get 1
    Consulars get 1
    Sentinels get 2
     
    Combat droids get 1
    Expert droids get 3
     
    Minions get 1
    Tech Specialists get 4
     
    Weapon Masters get 1
    Jedi Masters get 1
    Jedi Watchmen get 2
     
    Sith Marauders get 1
    Sith Lords get 1
    Sith Assassins get 2
     
    Class hit die readjusted:
     
    Soldier: 9
    Scout: 6
    Scoundrel: 4
     
    Guardian: 10
    Consular: 5
    Sentinel: 7
     
    Combat Droid: 10
    Expert Droid: 6
     
    Minion: 6
    Tech Specialist: 4
     
    Weapon-master: 12
    Master: 6
    Watchman: 8
     
    Marauder: 12
    Sith Lord: 6
    Sith Assassin: 8
     
    Force Die readjusted:
     
    Guardian: 4
    Consular: 8
    Sentinel: 5
     
    Weapon-Master: 5
    Master: 10
    Watchman: 7
     
    Sith Marauder: 5
    Sith Lord: 10
    Sith Assassin: 7
     
    Primary Abilities altered:
     
    Soldier: Strength
    Scout: Dexterity
    Scoundrel: Intelligence
     
    Guardian: STR
    Consular: WIS
    Sentinel: INT
     
    Combat Droid: CON
    Expert Droid: INT
     
    Minion: STR
    Tech Specialist: INT
     
    Weapon-master: STR
    Master: WIS
    Watchman: INT
     
    Marauder: STR
    Lord: WIS
    Assassin: DEX
     
    Class attack bonus tables adjusted:
    Soldier: Attack bonus table 1
    Scout: Attack bonus table 2
    Scoundrel: Attack bonus table 3
     
    Guardian: Attack bonus table 1
    Consular: Attack bonus table 3
    Sentinel: Attack bonus table 2
     
    Combat Droid: Attack bonus table 1
    Expert Droid: Attack bonus table 2
     
    Minion: Attack bonus table 2
    Tech Specialist: Attack bonus table 3
     
    Weapon-master: Attack bonus table 1
    Master: Attack bonus table 3
    Watchman: Attack bonus table 2
     
    Sith Marauder: Attack bonus table 1
    Sith Lord: Attack bonus table 3
    Sith Assassin: Attack bonus table 2
     
    classpowergain.2da
    Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers;
    Guardians get no new force powers every third level;
     
    exptable.2da
    Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end.
     
    baseitems.2da
    Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.

    352 downloads

       (0 reviews)

    4 comments

    Updated

  21. Extreme Conditions Combat Robes

    A.M.D.G.
     
    Extreme Conditions Combat Robes
     
    Description
     
    Defense bonus vs. Slashing 1
    Damage Resistance Cold 10/-
    Damage Resistance Fire 10/-
    Blaster Bolt Deflection Increase +1
     
    Designed for combat in extreme weather conditions, these robes are seen mostly in ue by Jedi in arctic and desert environments
     
    Members of the Jedi Order typically wear plain or unassuming garments.
     
    These robes can be bought at the Dock on Tatooine.
     
    Installation
     
    Double-click the "Install Extreme Conditions Combat Robes Mod" executable (.exe file),
    then just click the “Install mod” button and follow the on-screen instructions.
     
     
    Uninstallation
     
    To uninstall the mod from a fresh install, you will need to delete the following files:
    di_eccr_01.uti
    kas_twostore.utm
    PFBI56.tga
    PFBI56.txi
    PMBI56.tga
    PMBI56.txi
    ia_jedirobe_056.tga
     
    Incompatibilities
     
    This mod uses the TSLPatcher, and should be compatible with most other mods. However, you may
    experience compatibility issues with other mods that alter the file "kas_twostore.utm", or which
    use a file called "PMBI56.tga" or "PFBI56.tga".

    1,034 downloads

       (3 reviews)

    4 comments

    Submitted

  22. Thinner Health and Force Power Bars

    Description
    This mod changes the health and force power bars on the HUD to be thinner.
     
    N.B.: This mod has only been tested at 1280x768 resolution on the PC.
    It does not replace the Xbox versions of the UI,
    and may not work at lower resolutions.
     
    Installation
    Just drop the files uibit_bar_fp_p.tga and uibit_bar_vp_p into
    your Override folder.
     
    Uninstallation
    Take them out again.
     
    Legal Disclaimer
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.
     
    Thanks to:
    Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
    Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this

    673 downloads

       (3 reviews)

    4 comments

    Submitted

  23. Mandalorian Battle Blades

    Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade.
     
    This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades.
     
    One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage.
     
    The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less.

    614 downloads

       (2 reviews)

    4 comments

    Submitted

  24. Mandalore Unbearded

    Description
     
    This mod is another file I found on my hard drive from years ago.
    By merging Kavar's head texture with Mandalore's, I managed to remove the latter's beard.
    For anyone who wanted Mandalore minus the beard. The disadvantage of this is that the texture is now
    half the size of Mandalore's standard head texture.
    I make no claims as to the quality of the work; this is a very old mod.

    Installation
    Just drop the files "P_CandH03.tga" and "P_CandH03.txi" into your Override folder.
     
    Uninstallation
    Take them out again.

    119 downloads

       (0 reviews)

    4 comments

    Submitted

  25. Unknown World Alternative Hammerhead

    [K1] Unknown World Alternative Hammerhead
    =========================================
     
    By Darth InSidious
    ==================
     
    Description
    -----------
     
    I suddenly remembered an alternative texture I found in about 2006, for the
    downed Hammerhead cruiser you can see from the beach of the Unknown World. For some reason, I never released it then.
    So, six years late... here it is, ready for use.
     
     
    Installation
    ------------
     
    Just drop the files "LUN_hamhed.tga" and "LUN_hamhed.txi" into your Override folder.
     
    Uninstallation
    --------------
     
    Take them out again.
     
     
    Incompatibilities
    -----------------
     
    None that I'm aware of.
     
    Legal Disclaimer
    ----------------
     
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning me.
     
    Credits and Thanks
    ------------------
     
    -Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    -Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
    -Obsidian, Bioware, and LucasArts, for making both KotOR games.

    1,018 downloads

       (2 reviews)

    3 comments

    Submitted