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Showing results for tags 'Kotor'.
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Version 1.0.8
567 downloads
This mod corrects companion stats. Also makes dark side Bastila level 3. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save. List of changes: Bastila: - Awareness Skill 4 -> 6 - Treat Injury Skill 4 -> 6 - Fixed a bug that caused some of her textures to be transparent. - Her dark side version is level 3 now. Same stats but evil and has dark side powers (Stun -> Fear, Force Aura -> Wound). Juhani: - Stealth Skill 5 -> 4 - Awareness Skill 8 -> 7 - Treat Injury Skill 8 -> 7 T3-M4: - Demolitions Skill 1 -> 3 - Swapped Combat Droid and Expert Droid feat gain tables. (-3 feats for T3) Zaalbar: - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) Jolee: - Awareness Skill 5 -> 7 - Treat Injury Skill 4 -> 6 HK-47: - Hit Points 66 -> 78 - Demolitions Skill 5 -> 7 - Awareness Skill 5 -> 7 - Repair Skill 6 -> 8 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (+3 feats for HK) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one. -
View File Emitter Rebalance All disrupting and phobium emitters now slow the target lowering their defense, reflex saves and attack rolls by 2. It is also much harder to resist their effects. Submitter GearHead Submitted 09/07/2024 Category Mods TSLRCM Compatible Yes
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Version 2.0
773 downloads
Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod. Uses TSLPatcher to make the following changes: [Main Mod] The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina. (Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.) Kandon Ark is now orange, and his bodyguard is green. Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs. Davik's Agent uses an alternate Black Commoner model, as does Hudron. Throughout the Lower City: Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models. Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense. Beks: Blue/aqua Vulkars: Orange/red (Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.) In the Undercity: Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims. The Gate Guard Trewin has his name back. Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy). The Republic Soldier is in uniform. [Unique Heads] Dia now has a unique head based off PFHA02. Matrik has Zhar's head and wears Cinnegar Weave Armor. Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade. Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists. Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land. On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian. [Undercity Culture] Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist. [Optional Asian Shaleena] Gives Shaleena a unique Asian head based primarily on PFHA05. [Davik's Gamorrean Guest] Changes Davik's Rodian guest into a Gamorrean. For the lols. -
File Name: KotOR 1 Restoration File Submitter: ZM90 File Submitted: 15 Jun 2015 File Category: Mods K1R Compatible: Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KotOR 1 Restoration 1.2 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: KotOR 1 Restoration 1.2 TYPE: Restoration VERSION: 1.2 SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes DATE RELEASED: May 31, 2016 KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL... The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INTEGRATED MODS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » RESTORED CONTENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »» Original game: »» K1R Bugs: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There weren't too many bugs in KotOR 1, thus there is such a short list. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!! Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed. Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »»»» TSL PATCHER INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder. 2) Click the button labeled Install Mod. 3) Click yes to the box that'll pop up... if you wish to proceed with installation. 4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG REPORTING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ ) 2) Reply quoting and answering all of the questions as they apply to your issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » VOICE ACTOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pazaak Tournament Mandalorians...Zhaboka Filters for Zaerdra's lines......Zhaboka Filters for sea floor lines......Zhaboka Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A BIG thanks to all of you! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » TEAM MEMBERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - ZM90, Team Leader - Mandalore, Team Member - Jatku, Team Member - Fallen Guardian, Team Member - LDR, Team Member - Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update) - Malkior, Beta Tester - LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... ) - GrandmasterArcturus, 1.2 Beta-tester and LPer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To the tool creators of the community ~ Kotor Tool.....................A VERY special thanks to Fred Tetra ~ K-GFF GFF Editor/DLGEditor.....tk102 ~ Lipsynch Editor................JDNoa ~ DeNCS Script Decompiler........JDNoa ~ AniCAM.........................JDNoa ~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides) And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Click here to download this file
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Version 1.0.0
805 downloads
UPDATE: Shoulder-plate clipping issue with the model has been fixed! Description: I've always been a fan of Deadman's "Movie Mandalorians" mod that was released for K2/TSL and I loved the aesthetic of it, but was disappointed that no equivalent was released for K1. I have ported his models for the three main ranks of regular Mandalorian NPCs that appear in-game for K1 (Mandalorian "warriors" in blue, "captains" in yellow, and "elites" in red), and have used the alt textures for them created by Mcfly because I felt they were closer to the original textures. However I've included the actual textures from Deadman's original mod as well, for anyone who would prefer to use them. To be clear, the models and textures for specific NPCs such as Canderous and his rival Jagi, as well as additional weapons added in Deadman's original mod, are not included in this mod. For now I would recommend using other mods for those things. Installation: Just run the TSLPatcher the direct it to your game file. To install the original textures used by Deadman, install the main mod with TSLPatcher first and then just copy the files from the "Deadman's Original Textures" folder and paste them in the "Override" folder. To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Compatibilities: This mod will be incompatible with any other mods that edit the textures and/or models of the armored Mandalorians but otherwise there shouldn't be any issues. Permission & Distribution: Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit. Thanks to: Deadman for the models and Mcfly for the textures, which I've always preferred since I felt they were closer the the ones used in-game, and Effix, Thor110, and DarthParametric for giving me advice from time to time concerning the porting of models and assigning of textures, as well as additional modding advice from N-DReW25. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
Version 1.5
206,733 downloads
Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ -
Version v1.0.0b1
44 downloads
A simple CLI to easily compare KOTOR file formats. This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files. Why KotorDiff? It is (or should be) common knowledge that Kotor Tool is not safe to use for anything besides extraction. But have you ever wondered why that is? Let's take a look at a .utc file extracted directly from the BIFs (the OG vanilla p_bastilla.utc). Extract it with KTool and name it p_bastilla_ktool.utc. Now open the same file in ktool's UTC character editor, change a single field (literally anything, hp, strength, whatever you fancy), and save it as p_bastilla_ktool_edited.utc. KotorDiff's output: Using --path1='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool_edited.utc' Using --path2='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool.utc' Using --ignore-rims=False Using --ignore-tlk=False Using --ignore-lips=False Using --compare-hashes=True Using --use-profiler=False GFFStruct: number of fields have changed at 'p_bastilla_ktool_edited.utc': '72' --> '69' Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\HitPoints': --- (old)HitPoints +++ (new)HitPoints @@ -1 +1 @@ -18 +24 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\FirstName': --- (old)FirstName +++ (new)FirstName @@ -1 +1 @@ -Bastila +31360 Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\CurrentHitPoints': --- (old)CurrentHitPoints +++ (new)CurrentHitPoints @@ -1 +1 @@ -20 +24 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\0\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -3 +94 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\2\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -39 +98 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\3\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -43 +55 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\4\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -44 +107 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\5\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -55 +3 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\6\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -94 +39 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\7\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -98 +43 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\8\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -107 +44 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\Description': --- (old)Description +++ (new)Description @@ -0,0 +1 @@ +-1 Field 'String' is different at 'p_bastilla_ktool_edited.utc\Subrace': --- (old)Subrace +++ (new)Subrace @@ -1 +0,0 @@ -0 ^ 'p_bastilla_ktool_edited.utc': GFF is different ^ --------------------------------------------------- 'p_bastilla_ktool_edited.utc' DOES NOT MATCH 'p_bastilla_ktool.utc' Sheesh! I bet you can't even guess which field I modified! Again I changed a singular field! What is all this nonsense that KTool did to my character sheet? Moral: Don't use KTool to modify files. It seems to have the incorrect field types defined internally and doesn't respect the original file when saving a new one. But KotorDiff saved the day here and outputted exactly what happened on save. How to use: Simply run the executable. It'll ask you for 3 paths: PATH1 Path to the first K1/TSL install, file, or directory to diff. PATH2 Path to the second K1/TSL install, file, or directory to diff. OUTPUT_LOG File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory) If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, GUI, UTP, UTD, GIT, IFO, etc) Any capsule (ERF, MOD, RIM, SAV, etc) Not supported: NCS, NSS, ITP Any file format that's not supported will have its SHA256 hash compared instead. CLI Support: This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 3 (if err is known by my code) or 1 (some sys error loading the tool). If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. You can utilize these error codes to utilize KotorDiff in a customized 3rd party script, or add-on to WinMerge/WinDirStat, possibilities are endless. FAQ: I am struggling to read the diff output, why is it saying +/-/@38924 and what does it mean? A: GIT Diff is a standardized output format that has been widely adopted and used since probably the 80s/90s. https://stackoverflow.com/a/2530012/4414190 is by far the best explanation i've seen, but honestly ask ChatGPT to explain it further if needed, or send me a pm if something doesn't make sense! Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc? You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged. A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful. Why is my antivirus is flagging this? This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension. This whole tool is open source, feel free to run directly from the source script: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/src/kotordiff/__main__.py There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project. Source code: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/ Credit: @Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool) -
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View File Knights of the Old Republic Character Generator A program to generate a character at random to play with in Kotor 1 and Kotor 2 Also available in Browser https://animal31.itch.io/kotorgenerator Submitter Animal Submitted 06/03/2016 Category Modding Tools
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Version 1.1.0
3,988 downloads
Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL -
View File Larger Text Fonts for KOTOR WARNING: 11/29/22 - It appears that the "big" font size category is causing crashes for people attempting to open certain lockboxes in the Taris Undercity. Other sizes, such as "verybig", are unaffected. I will be working to recreate and fix this issue over the weekend. For now, I recommend players either choose a size that isn't "big" or uninstall this mod until the issue is resolved. Sorry for any inconvenience! Have you tried playing KOTOR 1 at high resolution? Then you may have noticed the text does not scale properly. As a result, text can look embarassingly small. Fortunately, this mod contains an assortment of font files that the game can use. They are organized by various sizes with the 3 kinds of text the game uses; they are also interchangeable! Using these files should give players an easier time when playing in high resolutions, customizable to everyone's needs. Hopefully everyone who wishes to play KOTOR 1 in high resolution will have a more enjoyable experience, and that one of the more common problems facing the community has been properly addressed. The attached file is a compressed archive that contains a ReadMe file, and a folder containing each set of fonts. READ THE README FILE BEFORE INSTALLING! The ReadMe contains an important explanation of what each font folder is, and instructions as to how to properly install the mod. Improper installation could lead to very unreadable text! DISCLAIMERS: You will NOT be able to see small numbers, the count of grenades for example, via the HUD. This is a problem with the game itself & how it handles larger text inside smaller HUD elements; I am unable to fix this. The game is simply too old and we don't have access to its source code (yet). This mod is NOT compatible with KOTOR 2 TSL. This mod only exclusively works with KOTOR 1. If you are using the Steam or Mobile versions of KOTOR 2, you shouldn't be experiencing this problem anyways. As far as I know, there are no compatibility issues with other mods. However, if you come across any problems or something not working as intended, please let me know here or via my Discord: Xela#6419 If you are only playing the game at 1080p or less, this mod may not be necessary. Text only stops scaling up to 1080p resolution (as far as I know). It's possible this mod will only cause issues if you play the game at less than 1080p resolution. These fonts were NOT my creation! They were found and extracted from the Russian 🇷🇺 version of KOTOR which inexplicably has larger fonts with a variety of sizes, on top of being able to work in English as well. I was also not the first person to discover these files, that credit belongs to user Drazgar! https://deadlystream.com/profile/44945-drazgar/ I do not claim these files to be my own, I simply uploaded them here to share with the community after not finding them anywhere else. Submitter sovietshipgirl Submitted 05/19/2021 Category Mods K1R Compatible Yes
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Version 1.1
26,479 downloads
Author: Kainzorus Prime, Darth DeadMan Mod Name: KotOR Prequel Robes Replacement 1.1 ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod replaces the default Jedi and Dark Jedi robes with the styles seen in Episode I-III. Includes new icons, texture for Qel-Droma robe, optional replacement for Jedi robes worn by NPCs, as well as optional replacement for Star Forge/Darth Revan’s robes. 2. Installation: ========= Copy the files from the Main Mod folder into the Override. Overwrite all if prompted. Install optional components from specified folders into the Override as you want. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Varsity Puppet - Discovered the cause of model crashes on macs; fixed half the models. Fair Strides - Fixed the other half of the models; relayed information between Kainzorus and Varsity Puppet. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
Version 1.0.1
1,451 downloads
Simply changes student and teacher attire in the Sith Academy to actual Dark Jedi robes. Released: 12 March 2015 Author: Cerez Description: This is a variation of Shem's "Robes for Korriban Sith Students" mod to do nothing but change the uniforms the students and instructors are wearing in the Sith Academy on Korriban to Dark Jedi robes that are actually befitting the Sith. It also turns one of the mistakenly named students from the original game (Hijata) into a regular student. Instructions: Place all the files in the Files folder into your game's Override folder. You will need to do this before entering the Sith Academy for the first time. Otherwise, you will need to load a save game from when you still hadn't stepped into the Sith Academy for the changes to take effect. Credits: This mod is based on Shem's "Robes for Korriban Sith Students" mod, and uses some of Shem's original files. Special thanks to Shem for his assistance with the making of this mod. Original Mod and Skins: Shem Re-edit: Cerez License: You may freely use, develop, and release this mod in any way you like as long as you provide due credit for everyone's work involved. Naturally, I'm not taking any responsibilities for any misuse or damage that may arise from the use of this mod. There are no warranties or guarantees. Take it as is. Enjoy. -
View File KOTOR Armbands This mod consists of several armbands I made for KOTOR. I tried to make them reasonably powered, but to each his own. Submitter RLG Submitted 01/31/2023 Category Mods K1R Compatible Yes
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Hello my new friends, I didn't post this in one of the mod related forums (at least not yet) because my issue was not caused by a mod but it may become a topic for mods if my issue can be resolved by modding. Lol. I have been playing the GOG version of Kotor 1. I played many years ago on the original Xbox and really enjoyed it. My version is 1.03. I started a game, made it off the Endar Spire and down to Taris. I played long enough to win the swoop bike race. I didn't catch it at first but I began to notice that my party was gaining experience and leveling up but I could not choose their feats, skills, etc. Also, my character portrait in the bottom left of the screen will show an arrow pointing up to notify me he has leveled up but I get no arrow notification for Mission, Zalbaak, Bastila or Carth. They gain experience and levels but I never receive any notification that they have leveled up and no menu to allow me to choose their skills. Also, I prefer to use console commands to make it easier as I don't get much free time to play so when I do, I like to advance as fast as possible in the game. I enabled console cheats while still on the Endar Spire. Is this a glitch? Is it something that can be fixed with mods? Thank you
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Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
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Version 0.9.0 Beta
262 downloads
KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R.- 7 comments
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View File Stronger Ajunta Pall This mod buffs Ajunta Pall. Do you guys remember the epic moment when you first fought the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies from one hit, even though he is supposed to be a powerful ancient Sith Lord. So... I buffed him a tiny bit. Have fun! The mod only works if he hasn't spawned in yet. Submitter GearHead Submitted 05/27/2024 Category Mods K1R Compatible Yes
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I have made requests similar to this in the past. My recruit mod, "Recruit Sarna", which provides a soldier to replace Bastila after her capture, is near complete, I believe, and there are many I will give credit to for assistance. Sith Holocron, SithSpecter, Qui-Gon Glenn, TamerBill, Thor110, LoneWanderer, AmanoJyaku, Effix, N-DReW 25. Sarna, at Level 1, has high dexterity, decent intelligence, wisdom 14. She carries a Mandalorian Blaster and has the feat "Dueling" to allow her to use pistols, swords, and blades. With all the help, I will release my mod for anyone to use freely. I need assistance with new textures, possibly a slightly modified model, to create the armor I wanted to give Sarna, though I have a .uti file ready, and I hoped to make my mod a voiced mod. I have some voice files for Sarna that fit the limited dialogue she has, but these work only for two or three lines. If anyone could help with these things, voicing lines or creating new textures, contact me for more detail.
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View File 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. **** Submitter InSidious Submitted 02/25/2015 Category Mods K1R Compatible No
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View File KotOR1 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 04/24/2024 Category Mods K1R Compatible Yes
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View File Bastila Has TSL Battle Meditation Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL Submitter offthegridmorty Submitted 11/23/2023 Category Mods K1R Compatible Yes
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- force power
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