InSidious

Administrators
  • Content Count

    419
  • Joined

  • Last visited

  • Days Won

    14

Files posted by InSidious

  1. 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.

    346 downloads

       (1 review)

    0 comments

    Submitted

  2. 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.

    344 downloads

       (2 reviews)

    0 comments

    Updated

  3. 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.

    2,086 downloads

       (2 reviews)

    10 comments

    Updated

  4. 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.

    5,036 downloads

       (3 reviews)

    18 comments

    Updated

  5. Gameplay Rework (Alpha)

    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.

    239 downloads

       (0 reviews)

    2 comments

    Updated

  6. Halo Energy Sword

    The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful.
     
    Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields.
     
    Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy.
     
    This mod adds my version of the energy sword from Halo to the game. It's called the
    "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has
    +3 attack bonus. It can be found on Nar Shaddaa, in a case at the back of one of the
    rooms in the flophouse.

    265 downloads

       (3 reviews)

    0 comments

    Updated

  7. 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.

    19,422 downloads

       (7 reviews)

    10 comments

    Updated

  8. 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.

    215 downloads

       (5 reviews)

    9 comments

    Updated

  9. 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 .

    1,581 downloads

       (3 reviews)

    2 comments

    Updated

  10. 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:
    ----------
    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.

    277 downloads

       (1 review)

    1 comment

    Updated

  11. 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.
     
    ****

    2,894 downloads

       (4 reviews)

    18 comments

    Updated

  12. 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.

    314 downloads

       (0 reviews)

    7 comments

    Updated

  13. 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.

    183 downloads

       (0 reviews)

    0 comments

    Submitted

  14. 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.

    40 downloads

       (0 reviews)

    4 comments

    Submitted

  15. [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 .

    19,248 downloads

       (11 reviews)

    6 comments

    Updated

  16. New UI

    From the readme:
     
    Description
     
    This mod replaces some of the elements in the user interface (UI) with new versions. This mainly
    affects the combat UI, but some elements (like the health and force bars) are shared across multiple screens.
     
    The item bars and powers menus have new boxes, the combat and selection reticles have been replaced with more
    minimal versions, and a number of arrows have been replaced with a different style. The overall aim ahs been
    to imitate the style of the Designers Republic (http://www.thedesignersrepublic.com/), and their work, particularly
    on the Wipeout PlayStation franchise. Eventually, I may replace the whole UI, but this is it for now.
     
    NB: This mod has only really been tested on the widescreen, Steam version of the game. The elements may look
    different on other versions and at different resolutions.
     
    Installation
    Just drop the files 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;
    Fair Strides, for feedback on a previous WIP of this mod;
    DeadlyStream 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

    214 downloads

       (3 reviews)

    1 comment

    Submitted

  17. [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.

    99 downloads

       (1 review)

    7 comments

    Submitted

  18. Thinner HUD Elements

    This mod makes some of the HUD elements thinner, and a bit less chunky.
    The part items and powers menus have had the sides of each section cut out,
    and the up and down arrows made narrower. The 'hostile' powers and items menu,
    which appears above enemies, has also been thinned out in the same way.
    The combat action queue has been slightly streamlined.
    The combat reticle which apears over the currently-targeted enemy has been replaced.
    The party's health and force power bars have also been thinned.
     
    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 into
    your Override folder.
     
    Uninstallation
    Take them out again.

    789 downloads

       (7 reviews)

    3 comments

    Submitted

  19. 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.

    124 downloads

       (0 reviews)

    2 comments

    Submitted

  20. [K1/TSL] Modder's Resource - Holocrons

    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.

    142 downloads

       (2 reviews)

    0 comments

    Submitted

  21. 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. The are called Mandalorian Battle Blades.
     
    One can be found in one of the hidden caches on Telos, and has +2 Attack Bonus and +2 Slashing damage.
     
    The other is Mandalore's Battle Blade, which can be found in Mandalore's room on Dxun. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less.

    375 downloads

       (4 reviews)

    1 comment

    Submitted

  22. 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.

    290 downloads

       (2 reviews)

    4 comments

    Submitted

  23. Halo Energy Sword

    The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful.
     
    Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields.
     
    Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy.
     
    This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Taris, in the Garage Head's desk in the Black Vulkar Base.

    385 downloads

       (2 reviews)

    1 comment

    Submitted

  24. 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.

    267 downloads

       (2 reviews)

    5 comments

    Submitted

  25. 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 Dendis Dobo.
    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 "Dendis' Secret Stash" mod by JCarter426.
     
     
    Installation
    Double click on "Install Sonic Screwdriver for KotOR 2", and hit the "Install Mod" button.
     
    Uninstallation
    Remove the following files from your Override folder:
     
    dendis.dlg
    di_202_buy.ncs
    di_202_c1.ncs
    di_202_c2.ncs
    di_202_s1.ncs
    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.

    207 downloads

       (0 reviews)

    2 comments

    Submitted