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Files posted by InSidious
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[K1] "Fork" Short Lightsabers
Coauthored with oldflash.
Now available for KotOR I, a mere thirteen years after the original TSL release, thanks to the magic of MDLEdit.
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 by the workbench in the Enclave on Dantooine,
but only after you leave the Enclave for the first time after becoming a Jedi.
The box is spawned when you speak to the droid at the exit from the Enclave and it says
“The Council has decreed you may come and go as you please” for the first time.
For the mod to work, you need to have not been to Dantooine yet, or at least, not undergone Jedi training.
Installation
Just double-click on the "Install "Fork" Short Lightsabres" icon to begin the installation. Do not attempt manual installation - it will not work.
Don't worry about fiddling with the Source Scripts or Screenshots folders - they are not required for the mod to run.
Known Conflicts
As far as I know, this mod shouldn't conflict with many that are out there,
but will conflict with any mod which alters the file dan13_jdroid.dlg.
So far as I am aware, the only mod to alter that file was a robe mod which is no longer available,
so this issue shouldn’t arise.
Known Bugs
None that I know of at present. Again, please let me know if you find any.
433 downloads
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[K1] Environment Map Restoration
[K1] Defaultenvmap Restoration
By Darth InSidious
Description
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.
In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 80 areas,
listed below. This includes the Ebon Hawk and parts of every planet (and large ship, and space station) in the game, except the
Yavin space station.
This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.
The full list of areas included in this mod is:
m01aa
m01ab
m02aa
m02ab
m02ac
m02ad
m02af
m03aa
m03ab
m03ad
m03ae
m03af
m04aa
m09aa
m09ab
m10aa
m10ab
m10ac
m11aa
m11ab
m12aa
m13aa
m14aa
m14ab
m14ac
m14ad
m14ae
m15aa
m16aa
m17aa
m17ab
m17ac
m17ad
m17ae
m17af
m18aa
m18ab
m18ac
m20aa
m22aa
m22ab
m23aa
m24aa
m25aa
m26aa
m26ab
m26ac
m26ad
m26mg
m27aa
m28aa
m28ab
m28ac
m28ad
m33aa
m34aa
m35aa
m37aa
m38aa
m39aa
m40aa
m40ab
m40ac
m40ad
m41aa
m41ab
m41ac
m41ad
m42aa
m43aa
m44aa
m44ab
m44ac
m45aa
m45ab
m45ac
m45ad
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.
The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., K1R modules.
This mod hasn't been tested for compatibility with K1R, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.
*Nevertheless, this mod *may* cause some compatibility issues in some areas with K1R.*
Installation
Double click on "[K1] Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.
If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.
Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
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 for my permission first.
370 downloads
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[K1] Hi-Res Beam Effects
Hi-Res Beam Effects for K1
==========================
by Darth InSidious
==================
Description
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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:
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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 .
64,534 downloads
- kotor mod
- kotor mods
- (and 8 more)
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[K1/TSL] Modder's Resource - Holocrons
By InSidious in Modding Tools
This pack contains two major elements. First, images for use as icon files,
depicting one (blue) Jedi holocron and one Sith holocron.
Second, it contains two placeable files and accompanying textures, for one
(blue) Jedi holocron and one Sith holocron, on pedestals.
There are versions of these models for KotOR I and KotOR II.
N.B.: This is not a mod. Placing these files in your Override folder
on their own will have no effect on your game whatsoever.
Permissions
You may use and modify these files however you wish in any mod that you wish, with
three conditions:
First, you must credit me in the Readme file or other mod descriptions
(i.e., TSLPatcher info.rtf, or the file description online) as the original author
of these files.
Second, you must include a copy of this readme file with any mod released containing
any or all of these resources.
Third, that you may not reupload these files, unaltered and on their own, to
any website without my expressed, written permission. This does not mean you
need my permission to include them in a mod, or to upload modified versions,
I just don't want this modder's resource mirrored all over the web
without my knowledge.
Known Bugs/Issues
- The Sith holocron pedestal has some UV map issues.
Attempts to fix this only broke the holocron model itself.
Credits and Thanks
- Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models;
- thanks also 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 these were made for as it progressed;
- 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.
231 downloads
0 comments
Submitted
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[TSL] Lost Modules Pack
By InSidious in Modder's Resources
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
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tsl 6 Player Heads
Description
This mod adds 6 new heads to the game - five male, and one female.
The five male heads are based on Carth, Trask, Shaardan, and Gadon Thek
from KotOR I, and Dhagon Ghent in KotOR II. The female head is based on the
Peragus Medical Officer. Each head comes with its own set of Dark Side transitions.
This mod was inspired by the 8 New Male Player Characters mod, released by
The Ossus Keeper in 2005.
The mod makes use of TSLPatcher, for easier installation and compatibility.
Installation
Double click on "Install 6 Player Heads for KotOR 2", and hit the "install mod" button.
Known Bugs
Known Bugs
----------
- The Peragus Medical Officer head sometimes shows a line down the middle of the forehead. This
is a defect in the model, which is not fixed.
- The skin-tone of the Peragus Medical Officer head does not match the black female underwear skin.
- The Gadon Thek head looks a bit disproportionate on some models. 😕
- The portraits don't look the same or as good as the vanilla game ones. 😕
- This mod was made using the 4CD version of the game, and textures may not look so good in the
hi-res, Aspyr re-release.
694 downloads
0 comments
Submitted
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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
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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
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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
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Broken Bottle
Bludgeoning Damage Bonus +2
On Hit Attribute Damage Constitution DC10
Attack Penalty -1
Attribute Penalty Dexterity -10
Decreased Skill Modifier Awareness -2
Reduced Saving Throws Reflex -4
To get in game type "di_bottle1" into the console, without the quotes.
A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
in the right hands it can be a devastating weapon.
106 downloads
- kotor 2 mods
- tsl mods
- (and 6 more)
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Broken Bottle for KotOR
Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version.
Darth Insidious' Broken Bottle
------------------------------
Description:
------------
Bludgeoning Damage Bonus +2
On Hit Attribute Damage Constitution DC10
Attack Penalty -1
Attribute Penalty Dexterity -10
Decreased Skill Modifier Awareness -2
Reduced Saving Throws Reflex -4
The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes.
A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
in the right hands it can be a devastating weapon.
Installation:
-------------
Place all the files in the archive except this file into the Override folder in your SWKotOR folder.
Uninstallation:
---------------
Remove the aforementioned files.
Contact
-------
Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com
Legal Disclaimer:
-----------------
All materials and copyrights belong to LucasArts and Bioware.
KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith.
Also, if you're going to re-use this, or any part of this mod in another
mod and upload that mod somewhere, you MUST seek my permission first. In the
unlikely event that I say no, don't go ahead and upload it anyway.
That is a sure-fire way to annoy me. Likewise if you intend to upload this mod
anywhere other than where it is now.
Thanks to:
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Darth333 for her scripting advice and tutorials,
T7Nowhere for his modelling tutorial,
The kind members of Holowan Labs,
LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise.
344 downloads
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Camera Angle Options
N.B.: Although uploaded for TSL, this mod may be used for either KotOR or KotOR II: TSL.
This mod alters the default camera angles used by the game so that outside dialogues
and cutscenes, your character will be viewed more distantly, as is more common in RPGs
like 'NeverWinter Nights', 'Dungeon Siege' and 'Diablo'.
There are four different options to choose from:
Option I, No Combat - This option gives you a camera angle slightly closer to the
character than normal which will show the upper half of your
character from an angle above the player, but does not affect
the camera angle while in combat.
Option I, Combat - The same as above, but does affect the camera angle while in combat.
Option II, No Combat - The same height, but a greater distance from the character,
showing the whole of the character. This option does not affect
the camera angle while in combat.
Option II, Combat - The same as above, but this option does affect the camera angle while in combat.
1,390 downloads
- kotor 2 mods
- tsl mods
- (and 5 more)
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Combat Stance Swap
I made a very similar mod to this a long time ago, but it seems it disappeared with PCGM and I no longer seem to have a copy.
What it does is swap around the default flourish/stances used for melée weapons - the single blade flourish is replaced with the stun baton flourish and vice versa, the Echani-style flourish replaces the two melée weapon flourish and vice versa, and the double-blade flourish is replaced by the "Natural Attack" (or "Rocky Mode" ) flourish...Just look at the screenshot for details.
955 downloads
- kotor 2 mods
- tsl mods
- (and 5 more)
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Concept Loading Screens
A very long time ago, a guy called Nur Ab Sal realised that the KotOR II loading screens were ugly, and decided to replace them with the concept art Obsidian drew up, instead.
He did so, but his mod disappeared when PCGameMods was destroyed, and so I decided to repeat the job myself, because I got bored of the normal loading screens. I couldn't get all the same concept art as Nur Ab Sal, and in a few places had to improvise - nevertheless, where his mod replaced around 28 of roughly 80 loading screens, this mod will replace around 40, and is therefore worthy of release.
1,617 downloads
- concept art
- loading screens
- (and 8 more)
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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
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Darth Nihilus Robes
These robes will make you look like Darth Nihilus, and have some very powerful stats.
They were made on request for somebody, although I forget who now (sorry).
You can get them in-game on Darth Nihilus'corpse, or by typing into the console 'giveitem a_robe_99'.
I made this mod a long, long time ago, so the chances are that it's not compatible with TSLRCM.
1,177 downloads
0 comments
Submitted
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Default Lightsaber Replacement
This mod replaces the default lightsaber in the game.
It is set up to work with the TSLRCM, in particular the bronze lightsaber restoration.
The mod does not replace the default double lightsaber models.
To install, drop the contents of this archive into your override folder. To uninstall, take them out again.
Particular thanks to everyone who provided feedback and comments on this model during construction,
and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.
623 downloads
0 comments
Updated
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k1 Default Lightsaber Replacement
[K1] Default Lightsaber Replacement 1.2
Introduction
This mod replaces the default lightsaber hilt in the game.
Installation
Drop the contents of this archive into your override folder.
Uninstallation
Take them out again.
Known bugs
None.
Compatibility
This mod will, if installed, overwrite any other mod which replaces the default single lightsaber hilts.
Contact me
In case of bugs, queries, feedback, or comments,
I can be contacted at www.deadlystream.com.
Disclaimer
LucasArts and Bioware. own all the copyrights etc. It all belongs to them.
Permissions
This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server,
or as part of a torrent, except with the expressed permission of the author.
Thanks
Particular thanks to everyone who provided feedback and comments on this model during construction,
and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.
1,213 downloads
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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
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Environment Map Restoration
[TSL] Defaultenvmap Restoration
By Darth InSidious
Description
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.
In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 50 areas (out of c. 95),
listed below. This includes numerous Ebon Hawk cutscene areas, parts of Peragus and Telos, a large part of Dxun,
parts of Onderon, large parts of Dantooine, parts of Korriban and M478, and most of Malachor V.
In addition to reflections on armour, this mod also adds back in reflections on most melee and ranged weapon types.
This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.
The full list of areas included in this mod is:
003EBO
004EBO
005EBO
006EBO
007EBO
102PER
104PER
201TEL
202TEL
203TEL
204TEL
205TEL
209TEL
231TEL
261TEL
351NAR
352NAR
401DXN
402DXN
410DXN
411DXN
421DXN
501OND
502OND
504OND
505OND
506OND
510OND
511OND
512OND
601DAN
602DAN
604DAN
605DAN
610DAN
701KOR
702KOR
710KOR
711KOR
801DRO
802DRO
803DRO
804DRO
901MAL
902MAL
903MAL
904MAL
905MAL
906MAL
907MAL
950COR
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.
You may experience performance issues with this mod; I have not tested for this.
The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., TSLRCM modules.
This mod hasn't been tested for compatibility with TSLRCM, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.
*Nevertheless, this mod *may* cause some compatibility issues in some areas with TSLRCM.*
Installation
Double click on "Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.
If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.
Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
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 for my permission first.
279 downloads
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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
- kotor mod
- kotor mods
- (and 5 more)
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Flash G0T0
Description
"We are going to empty your mind as you would empty your pockets..."
I suddenly remembered a texture I made in about 2006 for a joke, which
retextured G0T0 to resemble a character out of the film "Flash Gordon".
So here it is.Enjoy, but remember that you only have thirteen hours to save the galaxy...
Installation
Just drop the files "P_Gt.tga" and "P_Gt.txi" into your Override folder.
Uninstallation
Take them out again.
Incompatibilities
None that I can think of. The user's sense of taste, maybe?
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.
This mod is not to be uploaded to any site or public file-sharing or mod distrubtion service without the expressed permission
of the author.
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.
178 downloads
- kotor 2
- flash gordon
- (and 6 more)
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Force Lightning and Death Field
Hi-Res Beam Effects for K1
==========================
by Darth InSidious
==================
Description
-----------
This mod replaces the Force Lightning and Death Field beam effects with higher resolution versions.
It is meant to be used in conjunction with my "Hi-Res Beam Effects" mod for KotOR 1, but can be used on its own, or for KotOR II if you so wish.
Installation
------------
Just drop the file Fx_Lightning.tga in this archive into your Override folder.
Uninstallation
--------------
Take the file 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:
----------
TriggerGod, whose mod inspired me to make this one;
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 .
1,906 downloads
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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
- short lightsabers
- lightsaber mod
- (and 8 more)
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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