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Everything posted by InSidious
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- 5 comments
- 2 reviews
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- tsl lightsaber mod
- tsl lightsaber
- (and 8 more)
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593 downloads
This mod consists of an arm-band for KotOR II which allows the user to give themselves any force or lightsaber form they wish, regardless of class or place in the plot. This is meant to be a cheat item, so the player will have to cheat it into the game. The code is “giveitem di_forms”, without the quotes. WARNING: This mod may cause problems with learning forms from the Jedi Masters.-
- kotor 2 mod
- kotor 2 mods
- (and 7 more)
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File Name: Modder's Resource: Shuttle File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods TSLRCM Compatible: Yes By JCarter and Darth InSidious This isn't a mod so much as a modder's resource. JCarter426 discovered a "shuttle interior" in the game files area that was never used by Obsidian, and I've made up some module files so you can get to it. The "module" folder is exclusively for the use of modders, and is not needed to make the mod run; it is only if you want to edit things that you will need this folder. Click here to download this file
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- kotor 2 shuttle
- tsl shuttle
- (and 8 more)
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290 downloads
By JCarter and Darth InSidious This isn't a mod so much as a modder's resource. JCarter426 discovered a "shuttle interior" in the game files area that was never used by Obsidian, and I've made up some module files so you can get to it. The "module" folder is exclusively for the use of modders, and is not needed to make the mod run; it is only if you want to edit things that you will need this folder.- 2 reviews
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- kotor 2 shuttle
- tsl shuttle
- (and 8 more)
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File Name: Qu Rahn's Lightsaber File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods TSLRCM Compatible: Yes This mod adds a new lightsaber to the game, based on that of Qu Rahn, as seen in the Dark Forces games. It has an animated blade, that shifts colour between blue and green. It must be cheated into the game. The code for the saber crystal is “di_lcrys_12”, without the quotes. There is only a standard lightsaber model – do not attempt to use the crystal in a short or doublesaber, as this will crash your game. Click here to download this file
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1,512 downloads
This mod adds a new lightsaber to the game, based on that of Qu Rahn, as seen in the Dark Forces games. It has an animated blade, that shifts colour between blue and green. It must be cheated into the game. The code for the saber crystal is “di_lcrys_12”, without the quotes. There is only a standard lightsaber model – do not attempt to use the crystal in a short or doublesaber, as this will crash your game. -
File Name: Remote is Workbench and Lab Station File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods TSLRCM Compatible: Yes This mod makes it so that you can use Remote as a workbench or lab station while on the move, in case you need to upgrade something or use a few components on the move. Click here to download this file
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- remote mod
- remote mods
- (and 8 more)
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File Name: Sword of Gith File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods TSLRCM Compatible: Yes This mod is a new sword model, based on the Silver Sword of Gith from Neverwinter Nights 2 and its expansion, Mask of the Betrayer. The weapon is not available in-game as it's a bit too high-fantasy to fit. To get it, type "giveitem di_sog" into the console. Click here to download this file
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- kotor 2
- kotor 2 mods
- (and 8 more)
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- kotor 2
- kotor 2 mods
- (and 8 more)
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File Name: Lost Modules Pack File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods 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. Click here to download this file
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722 downloads
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. -
File Name: Korriban Academy Workbench File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods 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. Click here to download this file
- 1 reply
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- korriban
- korriban workbench
- (and 8 more)
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File Name: Sleeveless 'Starkiller' Robes File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods This mod replaces the default game male Jedi robe models with sleeveless ones, inspired by Starkiller’s robes in The Force Unleashed 2. The mod also reskins the Qel-Droma Robes for males so that they look more like the robes worn by Starkiller at the start of TFU2. These changes will only affect the PC and Jolee. Other characters will wear ‘sleeved’ robes as normal. Click here to download this file
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- starkiller
- robes
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Version 2.0
30,954 downloads
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.- 7 comments
- 5 reviews
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- 2
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- kotor mods
- mod
- (and 8 more)
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703 downloads
This mod replaces the default game male Jedi robe models with sleeveless ones, inspired by Starkiller’s robes in The Force Unleashed 2. The mod also reskins the Qel-Droma Robes for males so that they look more like the robes worn by Starkiller at the start of TFU2. These changes will only affect the PC and Jolee. Other characters will wear ‘sleeved’ robes as normal.- 3 reviews
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- starkiller
- robes
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In addition, I found a couple from your WIP page for Sleheyron: http://static4.wikia.nocookie.net/__cb20120920131235/starwars/images/1/1c/Sleheyron_KotOR.jpg http://www.lucasforums.com/showpost.php?p=2436903&postcount=307 http://www.lucasforums.com/showpost.php?p=2423734&postcount=15 But if I ever had more, I don't now, I'm afraid.
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Well, this thread turned nostalgic quickly... Just want to add a couple of thoughts, since I've been at this about the longest (? I think? Unless someone's heard from svosh or any of the other elder gods of the KotOR community lately). First of all, SH may have been a little brusque at the start of the thread, but back in the day that would have seemed like a nice post; particularly compared to the way I used to reply to people (and still do, on occasion.) On modding, there's a lot of really good commentary in here already. Modding KotOR is a pretty unrewarding hobby, and to an extent it always has been. When the community had more members, little mods tended to get lost behind more major releases, the possibilities were very limited, some things were harder to do, and established wisdom tended to discourage you from trying new approaches to existing problems. On the other hand, people using mods could be pushy and demanding, expecting a professional level of service from hobbyists. It tended to produce an impatience with newbs and people who had problems with mods. My point is, it's never been all that rewarding. Either you have to get satisfaction from simply getting things to work as you want them in the game, and from making the system do what you want, or you will probably give up. It's also really, really slow. Modding KotOR is never that easily done. The games were never designed to be modded, after all. But it is slow, and as SS said, lonely. Collaborations rarely work in modding these games, partly because we have so few modders spread over the world, and partly more systemic issues. TSLRCM is a good example of how a team can work, but there, as I understand it, two very committed people did the majority of the content restoration, and then a couple of other, very committed, people did the beta-testing, and all of them contributed to bugfixing (please correct me if I've got the process wrong). Alternatively, look at BoS:SR, where one highly committed modder worked, and then effectively subcontracted for specific things to other modders. That's not how collaborative mods usually look a the outset. Normally, you get six people with ideas, a couple of inexperienced modders and maybe one modder with some scripting experience/other significantly useful knowledge under their belt. And the thing falls apart quickly, because the modders either don't have the time, the energy or the experience to really put in the work needed, the plot remains hazy or underdeveloped as people bicker over ideas, there's a lack of forward momentum, enthusiasm dies, and the project is abandoned. I've watched this happen a lot of times, and I've been part of it happening quite a few times, too (generally speaking, things I collaborate on either take forever or never get released at all. I'm like a curse on mod releases...) Enthusiasm does wane over time. Everyone's does. My enthusiasm for modding has died off more times than I can count. On a couple of occasions, I've got so fed up, I've decided to abandon modding completely. It happens. The thing is, your enthusiasm will come back, too (though it may require a little stoking, on occasion). Take a break; the mood will pass, and you'll want to mod again. It's how I've kept going this long, anyway. Admittedly, my habit of taking on large projects and then spending forever releasing them is not the best example to follow, but still. There's nothing quite like seeing something you've worked on for weeks work smoothly in game, and then seeing it ready for release. Another thing worth considering: at this point, new mods keep the games alive. It's pretty much only big, new mods which are going to attract downloads and replays at this stage. So to a certain extent, a mod is a big deal in itself. I'm not saying that to try and put the pressure on, but it's worth bearing in mind that if it's big enough to get people back into playing KotOR (or playing for the first time - TSL is closing on ten years old at this point...), then it may start generating modders itself. Keeping this community going at this point is down to us. I've got a couple of those relating to the area files, from working on my big (still incomplete) tutorial on module editing, if you're still looking.
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View File 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. Submitter InSidious Submitted 02/24/2014 Category Mods TSLRCM Compatible
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Azgath N'Dul's Tomb View File 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. Submitter InSidious Submitted 02/24/2014 Category Mods TSLRCM Compatible
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File Name: Subtler Lightsaber Blades File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Skins This mod thins out the lightsaber blades provided with the game, first by reducing the size of the "core", and second by making the "aura" a lot dimmer and more ragged. Click here to download this file
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File Name: Four Force Powers File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Mods 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. Click here to download this file
- 5 replies
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- force powers mod
- mod
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5,413 downloads
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 comments
- 8 reviews
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- 1
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- force powers
- force power
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Version 2.2
3,941 downloads
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.