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Found 136 results

  1. Hi, Since I could not find a mod that removes the speed blur form the game's effects only, I made my own using kotor tool. I wanted to keep all the other effects by leaving frame buffer effects ON, except the force speed blur. I edited the visualeffects.2da and removed the blur line. Since this is so hard to find I will leave the file here in case anyone else wants it. Just drop it in override. Cheers. visualeffects.zip
  2. I am asking for help with creating a mod I am working on. I am trying to create a new crystal for my lightsaber. I want to edit the Blue Color Crystal. Since it does nothing but affect on the color of the blade I know I will have full control of the features so I can decide what I want my lightsaber to have. I cannot use any of the other crystals because they are already hard-wired with specific aspects. I have seen new mods with new lightsabers and crystals so I am hoping for help me with this. I have the attached a copy of the .uti file that I have customized for the new crystal as well as the script files I am using for my mod so you can see what I mean. Can you please tell me what .2da files I need to edit, if any, or anything else I need to do to make the new crystal become available in the game? I may have to edit the scripts so my characters will be given it in the mod? Can you please tell me how to do that? Thank you in advance. Crystals.zip
  3. Current Version (Beta) 1.07 Last Updated - January 22, 2015 Introduction This project implements tweaks the tone-mapping, adds effects such as SSAO, Depth of Field, Godrays, Bloom, sharpness, etc via Reshade by Crosire. Version History v1.07 - Added Reshade 0.13.1 & MasterEffect ReBorn 1.0.340 - Removed SSAO, added Gaussian Anamflare. Re-organized Effects in alphabetical order, sorted by FPS Hit / Performance v1.04 - Reduced darkening from SSAO, minor changes. v1.03 - Initial Release Requirements Your GPU must support OpenGL 4.3. Also ensure you have the latest drivers: Latest Nvidia Driver // GTX 400 series or higher // Drivers older than 347.09 will NOT work due to opengl bug - (May be resolved as of Jan 22, 2015, if you wish to use older driver) Latest AMD Driver // Radeon HD 5xxx or higher Installation Step 1 Download v1.07, extract the contents to the same folder as swkotor2.exe Step 2 Run the game > If everything worked, you should first get a prompt for reshade (Message Box) > Then in-game you will see text in the top left, also as you make edits in real-time > Press Scroll Lock key to disable/enable effects in-game Editing Effects In-Game Edit ReShade.fx to edit my presets in Notepad or Notepad++ > You can adjust effects in real time. I recommend running the game in Windowed Mode to save time. To run TSL in windowed mode, make sure your swkotor2.ini has the following codes added: [Display Options] FullScreen=0 [Graphics Options] AllowWindowedMode=1 FullScreen=0 > When in game, press ALT-Enter to activate Windowed Mode. Credit: Crosire - Official Website for Reshade Marty Mcfly - Facebook Effects used in v1.07 > Curves / DPX / Levels / Liftgammagain / Sharpening / Vibrance / Gauusiananamflare > Main focus was to improve the dull tones, bring out a bit of sharpness, improve black/white levels, and adding the flare as opposed to bloom. Old Screenshots: Image1 / Image2 / Image3 / Image4 / Image5 / Image6 / Image7 / Image8 / Image9 Image10 / Image11 / Image12 FAQ It's too dark / bright in game? > Adjust your brightness in-game to taste, I am using this monitor. Can I use FRAPS, MSI On-Screen-Display / Afterburner? > Fraps works and will record video/screenshots with effects enabled, wasn't successful using MSI On-Screen-Display / Afterburner. How much of a performance hit? > Open the Reshade.fx - I have sorted the effects under categories with the supposed FPS Hit, I am using a GTX 970 so your results may vary. How to apply antialiasing like in your screenshots? > Use this guide if Nvidia GPU How to enable/disable effects / toggle key? > Hit "Scroll Lock" key, right above your Home key. Can I take screenshots? > Either user FRAPS, or hit the "Prt Scr" key when in-game. This will save a screenshot in your kotor directory (same as executable). It will generate a normal screenshot (vanilla, no effects), as well as with effects. This way you can make easy comparisons. What can we look forward to in the future? > Hopefully a good integration of Depth of Field. All that i tested, I still had hud, menu, chat being blurred, so it wasn't worth it for gameplay purposes. As Crosire's Reshade comes out of beta and is more stable, an official release here, with 2-3 different presets. Hopefully more shaders like SMAA implemented too. This way we will have other options for antialiasing with same or less overhead. I'm still trying to find the best balance of black/white levels, and tone-mapping, please share your screenshots here so we can compare
  4. File Name: Atton DS-Reskins File Submitter: CausticLullaby File Submitted: 31 Dec 2017 File Category: Skins TSLRCM Compatible: Yes First attempt at one of these, please be gentle. (〃 ̄ω ̄〃)ゞ **A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION** CREATOR: CausticLullaby NAME: Atton Rand Dark Side I/II Reskin DESCRIPTION: This mod replaces Atton Rand's skin for Dark Side levels one and two. It is meant to be a more subtle Dark Side progression than the zombiesque versions in the base-game. This mod also includes profile image replacements for both levels. It IS TSLRCM compatible, just make sure you don't have more than one mod for Atton's skin installed. HOW TO INSTALL: Unzip file to a location of your choosing, then copy all of the .tga and .txi files into your Override folder. If you use Steam, then your path will likely be C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II\override or something similar. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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. Click here to download this file
  5. Does anybody know where to get the NWMax plug in for GMax? the link on this tutorial thread is broken/corrupted (virusy) http://lucasforums.com/showthread.php?t=193050 It's the only thing I'm missing - is it even needed? Newbie modder... if it's not obvious...
  6. I have been messing around with the excellent Lost Modules resource, and would like to do something with the 2 most complete maps. The Czerka base on Korriban is pretty complete, and can be seen in some early screenshots. The cut shadowlands level is also usable, though there isn't any indication of what it was for. It is probable that content from the shadowlands was moved out of this module to reduce its size (this is obviously entirely speculative). I thought about NPCs that were underused, and immediately went to Garrum and Tar'eelok, the cut NPCs that duel with Vibroblades in the Jedi temple. They have basically no role except to offer Jedi Code exposition. They also use alien voice overs which is the most important consideration. The Czerka base is set up like a hallway, with a shield emitter at the far end, and the obvious plot involving a master and apprentice is to have the master get captured and the apprentice freak out. The Kashyyyk Shadowlands is also an excellent place to have Czerka dealing with the Sith outside of Korriban, as the Sith aren't really present on Kashyyyk, and it provides some interesting combat situations and potential conversation paths to turn less dedicated Czerka employees. Considering all that, I came up with this general story outline: 1. The Shadowlands lift Wookiees mentions that some heavily armed Czerka employees recently went into the Shadowlands after a ship crashed. 2. Entering into the cut Shadowlands level (either inserted in between the existing levels, or as a separate area entered from another entrance), you are attacked by Czerka guards. After fighting through them (or convincing some to run away), you meet Garrum. 3. Garrum has killed a lot of Czerka Employees and a Dark Jedi. You find out that Tar'eelok was captured. You deduce that the Czerka would take them to Korriban, as that is were Czerka and the Sith do business. 4. You then have 4 paths to follow with Garrum: 4. a. Persuade him to go to Dantooine (Light Side) 4. b. Let him go to Korriban Looking for Tar'eelok (Neutral) 4. c. Persuade him to seek Revenge on Korriban (Dark Side) 4. d. Kill him for being (or because you're) evil and giving in to anger (Dark Side) 5. You then go to Korriban and enter the Czerka facility (with identification you found in the Shadowlands). 6. You fight through Czerka Employees and Combat Droids. If Garrum is on Korriban, you have to rescue him from a holding cell while making your way through the base. You then have another conversation. Garrum always stays back to recuperate and catch up to you later. You can push him towards the Light or Dark side in this conversation. 7. Upon shutting down the shield guarding the main room, you find a Dark Jedi and a Czerka Boss, with Tar'eelok in a force cage. Garrum catches up to you at this point. If you pushed Garrum to the Dark Side he electrocutes the Czerka Boss. Either way you fight the Dark Jedi (and the Czerka Boss if alive). 8. Tar'eelok's cage opens once they are both dead. If Garrum is Dark Side, Tar'eelok will be displeased, and piss off Garrum. There are multiple results for this scene depending on what happens: 8. a. If Garrum isn't there, you can let Tar'eelok go to Dantooine or kill her. She will be sad if Garrum is already dead, and may attack you if you say the wrong things. 8. b. If Garrum is Light Side or Dark Side and talked down, she will be happy he is controlling his anger, and they will both go Dantooine 8. c. If Garrum is Dark Side and not talked down, he can be allowed (or encouraged) to kill Tar'eelok. He then runs off 9. The player may return to Dantooine at this point. If either Garrum or Tar'eelok is alive they will appear. A few different ending permutations can happen: 9. a. Garrum and Tar'eelok are alive. They appear in the courtyard outside. Tar'eelok thanks you for helping Garrum control his anger, and he is now a Padawan (regardless of when you did it) 9. b. Tar'eelok appears in the courtyard outside. She is sad and doesn't think she'll take another Apprentice. She thanks you for saving her, but wishes you could have saved Garrum. 9. c. Light Side Garrum can be found in the courtyard outside. He will inquire about Tar'eelok. The player must lie, but he can say she died in the fighting, or was executed before the player arrived. He will be upset he didn't go to Korriban. 9. d. Dark Side Garrum can be found in a bar on Tatooine working to destroy Czerka for turning his master against him. He will run off to disrupt Czerka mining operations. I think this is a fair amount of reactivity, but isn't actually that complicated in terms of setting up dialogues and events. It also gives the player a lot of potential results without feeling too contrived obviously. This is totally conceptual, but I think it makes a good use of these areas, and adds another mulitple planet spanning side quest, which are my favourite parts of the game.
  7. ​I'm a long time fan of KOTOR and it's nice to see people alive that are as well. Thanks to the staff and especially the community for keeping this place alive and well-maintained. Respect. Here is my original post: ​Thanks in advance but I was able to fix this as well. ​At this point this is more of a journal than a help post. ​I'm just gonna drop what I think will help anyone that was in my shoes: ​To enable the use of more advanced mods that use TSLPatcher and to the extent I've gone, KT: ​ To get KT working (credits to @Rece), intended for Macs but the difference is minimal. ​ ​.bif files are .bzf when ported from the phone, just rename the file extensions back(tedious but whatever). ​Also, you may need to uninstall and reinstall KT and\or delete settings.xml located within the KT directory. ​You may still encounter bugs and hiccups
  8. Ice Eclipse power textures View File These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. Submitter Alan The Magic Goose Submitted 08/27/2017 Category Skins TSLRCM Compatible  
  9. Hey all.. New to the mod thing.. Well i have a laptop just not sure how to start... But kotor has been an all time favorite of mine and i like the mods that ive played. I cant seem to find any recent lists of compatible mods nor a proper BOS:SR. But help in any direction is better than where im at now. Thanks
  10. 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  
  11. InSidious

    New UI

    File Name: New UI File Submitter: InSidious File Submitted: 28 May 2017 File Category: Mods TSLRCM Compatible: Yes 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 Click here to download this file
  12. In TSL, there is the Mandalorian shuttle that Mandalore uses to take you to Iziz. Does anyone know where I can find a HQ texture replacer for it because it is not looking too good?
  13. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III
  14. Can someone make a mod where there's actual people in the audience for the taris arena instead of that weird flat texture? It really makes me angry, since I have so many high quality graphics mods on that that is the only part of the game that remains unmodified. If it is not possible to add actual npc's, then can someone just remake the texture so that they look like actual npcs? Also, can you make the rakata looking thing not present as well?
  15. Hello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III Next release.
  16. Quanons & Djh269 Armor Pack View File Quanons & Djh269 Armor Pack This mod will install a unique set of armours for your Jedi Character. Nothing gets replaced, the armors work as a disguise. Like the Sith armor or the Tusken Raider clothes you find in the game. Because the armor works as a disguise you'll notice that the head of your character also changes. It will look like a black head; a very dark leather texture has been applied. Next pick, any of the helmets included with this mod. And your armor is now complete! To get the goodies, read on below 🙂 This mod will also change the encounters with the Sith you have on Tatooine and Kashyyk. Now each battle is unique, instead of being clones, all npcs have been made a little harder to beat. As a reward, beat the evil guys on Tatooine and somewhere in Anchorhead a container will be appear with all the nice new armors. To install: Use the TSLpatcher and it will apply all the needed changes to your game. Done! Compatible: This mod should not create any conflicts with most other mods out there. I still advice, to install it after bigger mods, such as the K1 restoration mod. Since that mod alters lots of files. Use the TSLpatcher to avoid bugs and problems 😉 Credits: Djh269: Setting up the TSLpatcher, altering the Sith parties, creating the scripts. Quanon: Models and skins; UTI files. Preview: Submitter Quanon Submitted 03/31/2017 Category Mods K1R Compatible  
  17. File Name: [KotOR] Prequel Robe Replacement File Submitter: Kainzorus Prime File Submitted: 04 Apr 2014 File Category: Mods K1R Compatible: Yes 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. Click here to download this file
  18. File Name: [TSL] Prequel Robe Replacement File Submitter: Kainzorus Prime File Submitted: 05 Apr 2014 File Category: Mods TSLRCM Compatible: Yes Author: Kainzorus Prime, Darth DeadMan Mod Name: TSL Prequel Robes Replacement 1.0 ************************* 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 Padawan-type robes with the styles seen in Episode I-III. Includes new icons. 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. 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. Click here to download this file
  19. Anee + Jorak Uln retexture

    © Aneeryrlue

  20. Hello Deadlystream ! After a good year of using the amazing Loot and Immersion by 90SK I decided to try something new in terms of armor mods. Im concerned about the compatibility of these mods: Movie Jedi Master Robes 1.5 Darth Darkus' Armored Robes 1.3.1 Master Jorn Edition L0ki's Jedi Armor Mod Cortosis Armor Merchant Heavy Armor Expansion Peragus Mining Gear Prequel Robe Replacer Unique Upgradeable Clothes Combat Suit Revisited Canonical Mandalore Im gratefull for any advice I get concerning this matter. (This is my first forum post so this might be in the wrong section of the forum)
  21. Would be awesome if someone could make Kylo Ren robes and Mask. Possibly have two mask variants too: hooded and unhooded. I've found a mod for Jedi Academy, would it be possible to use those textures for kotor?
  22. Hello everyone! I'm new to DeadlyStream, used to follow LucasForums, but it seems to be down. I´m currently replaying Kotor 2 Tsl as a DS female and wanted to give my characters a new look. Is it possible to create a cape for regular sized characters (kinda like the one Nihilus wears)? It would be perfect if it could be wearable by any character. I've seen a mod for G0-T0 (overhaul) that modified the whole model and added a cape, maybe that could be usable for regular characters. Would this be possible??? Thanks guys!
  23. Ultima Duel Room Thread http://deadlystream.com/forum/files/file/887-tsl-ultima-duel-room/ Okay guys, if you had play with my mod -or you have suggestion/idea about it, please give me a feedback here or in PM. Still I am searching for a person; -who has some modding skills (at least well-versed with kotor tool) -and want to work on this mod (long time -or even for a limited time) Here are my following plans on this modification: Until 2.0 the modification is still a beta -New Textures until 1.5 -1.000 Opponents count until v2.0 (atm ~350) -100-200 New Items until 2.0 (Now it's on ~40) After -or until 2.0 -Full quest lines -TSL Patcher -New item what you can use to upgrade abilities -Adding battle songs -New workbench/lab -Questline to get UDR access -Gameplay retweak, includes much more XP will need to get level up, + Feat/Attributes gain/level Future/almost sure to inject: -Cinematic characters like Darth Vader -New feats, feat re-tweak - same with Force Powers Not sure plans: -New Areas -Have some idea about fighting animations, but i know like nothing about them yet
  24. Hi! Kreia's lightsaber has been missing in kotor 2 for me. I run TSLRCM 1.8.3 and i played til about after telos on nar shadda now and she still hasnt got a lightsaber. Do you think this has anything to do with RCM? Thanks
  25. Hello i really need to find a Revan's robe mod for KOTOR 2 and i can't find any link available... could someone please provide me a link for Revan's robe?