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Found 369 results

  1. Hi everyone! So as I guess you may be able to tell, I'm fairly new around here and the modding scene / community in general. I have however always wanted to do modding however, I've never had the equipment for it. But I have a computer now and thought "Why not?" However though as I have never created a mod before I have absolutely no idea how to do it and I know that I will have to start very basic, such as a texture mod or maybe a skin mod even. So I was wondering if anyone could help me out on how to do it, what programs would be needed and so forth. So if anyone did have any help that they could give, it would be greatly appreciated. Thank you very much.
  2. Hi, not sure whether or not this is the right place since my question falls somewhere between modding, save game editing and tech support. I seem to have encountered a bug in TSL (Steam version with latest TSLRCM from the Workshop) where the Bao-Dur conversation that supposedly triggers when you find the sensors in the Kinrath cave on Dantooine didn't happen. Long story short, restoring to an earlier save to try to trigger it this time is not an option (thanks to the weird way TSL handles - or rather doesn't handle - autosaves and quicksaves ) and now I would like to either 1) revert the quest to a point where I can try triggering the conversation again or 2) advance the quest to the point it should be at after the conversation - preferrably with the Bao-Dur influence gain you supposedly get with it Since TSL is known to be full of bugs like that, I would like to find a solution to this that can be applied to other quests/triggers as well. If it is as simple as changing an in-game value (via console or save game editing or whatever) it might be a good idea create a database with all the quests in the game and the flags that keep track of their progress, for science and future generations who might run into these sorts of problems. Since y'all here seem to really know your TSL stuff, I was hoping to find some help with that in here. Thank you very much!
  3. File Name: Modder's Resource: Harbinger Model File Submitter: tjsase File Submitted: 12 Aug 2015 File Category: Modding Tools Hello! This is a 3D model of the Harbinger that I extracted from KotOR II. Only half of it was present (as you only see half at Peragus) so I mirrored and stitched the model symmetrically. This package also contains an alternate model of the Harbinger, in which I bent or removed some of the turrets to make it look like it has been war-torn. Besides the models, I've included the original .tga texture as well as some alternate textures I made to make the ship look war-torn. This includes a color map, and incandescent map, a bump map, and a specularity map. Any one is free to use this resource in their products. Enjoy! Click here to download this file
  4. File Name: Class Clothes Fix File Submitter: 1Leonard File Submitted: 09 Aug 2015 File Category: Skins TSLRCM Compatible: Yes This mod fixes the default clothes of the male and female consulars and sentinels to actually be the same clothing they wear in the character creation screen. Installation: Press "Class Clothes Fix.exe" and follow the instructions. Removal: Remove the relevant .tga files from the override folder and restore the .2da file stored in the backup folder _________________________________ I do not give permission for this mod to be reuploaded to other sites and/or sources without my knowledge. Click here to download this file
  5. File Name: Flash G0T0 File Submitter: InSidious File Submitted: 08 Aug 2015 File Category: Skins TSLRCM Compatible: Yes Description "We are going to empty your mind as you would empty your pockets..." I suddenly remembered a texture I made in about 2006 for a joke, which retextured G0T0 to resemble a character out of the film "Flash Gordon". So here it is.Enjoy, but remember that you only have thirteen hours to save the galaxy... Installation Just drop the files "P_Gt.tga" and "P_Gt.txi" into your Override folder. Uninstallation Take them out again. Incompatibilities None that I can think of. The user's sense of taste, maybe? Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. This mod is not to be uploaded to any site or public file-sharing or mod distrubtion service without the expressed permission of the author. Credits and Thanks -Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; -Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; -Obsidian, Bioware, and LucasArts, for making both KotOR games. Click here to download this file
  6. Sorceror Vestments View File Sorceror Vestments 1.0 ------------------------------------------------------- by Kaidon Jorn July 2015 These new armors will replace the Zeison Sha/JalShey Armors with a reskinned N_DarkJediHiM and N_DarkJHiF model. There are 6 armors with 6 new icons, and the mod will also remove the max dexterity bonus associated with the ZS/JS armors. This was just something I wanted to do for a long time but never got around to. But after deleting the first batch I came up with these rather quickly. Run the .exe to install Removal- delete PMBM01 thru 06, PFBM01 thru 06, PMBMM.mdl/.mdx, PFBMM.mdl/.mdx, a_robe06, 07, 11, 16, 20, 26 uti's. Replace baseitems.2da found in backup folder to override. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. 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 THESE FILES. Submitter Kaidon Jorn Submitted 07/31/2015 Category Mods TSLRCM Compatible  
  7. File Name: [K1/TSL] Modder's Resource - Holocrons File Submitter: InSidious File Submitted: 26 Jul 2015 File Category: Modding Tools This pack contains two major elements. First, images for use as icon files, depicting one (blue) Jedi holocron and one Sith holocron. Second, it contains two placeable files and accompanying textures, for one (blue) Jedi holocron and one Sith holocron, on pedestals. There are versions of these models for KotOR I and KotOR II. N.B.: This is not a mod. Placing these files in your Override folder on their own will have no effect on your game whatsoever. Permissions You may use and modify these files however you wish in any mod that you wish, with three conditions: First, you must credit me in the Readme file or other mod descriptions (i.e., TSLPatcher info.rtf, or the file description online) as the original author of these files. Second, you must include a copy of this readme file with any mod released containing any or all of these resources. Third, that you may not reupload these files, unaltered and on their own, to any website without my expressed, written permission. This does not mean you need my permission to include them in a mod, or to upload modified versions, I just don't want this modder's resource mirrored all over the web without my knowledge. Known Bugs/Issues - The Sith holocron pedestal has some UV map issues. Attempts to fix this only broke the holocron model itself. Credits and Thanks - Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models; - thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed; - to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; - to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; - and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Click here to download this file
  8. OK, i just got the content mod working, but i wanna install slm too, among other reasons because i can't help but find it funny that "every lightsaber is unique" and yet they all look exactly the same. Problem is that SLM requires something called "TSLpatcher.exe" I looked it up and tried to install it, but the link on the forum is broken, it seems, because my computer says the page can't be displayed. Also i can't find a guide that a non computer expert like me can understand. So first, can someone give me a link to the newest version? Second, can someone tell me in layman's terms how to install it? And third, can someone tell me how to use it to install SLM? Also, is there a mod that lets you sheathe/holster your weapons? Because another thing i find silly is you're telling this guy "oh, no, relax, i'm not gonna hurt you" while brandishing a superheated double-bladed plasma sword in his face, and he actually believes you!
  9. I downloaded the Extended Enclave mod, the Extended Carth meeting, and the Alternate Ending, and the instructions say to put the files wherever you like, but when I tried to put it into my Downloads folder, an error occurred. Does anyone know what folder these mods are supposed to go into?
  10. File Name: Golden HK-47 File Submitter: tjsase File Submitted: 25 Jun 2015 File Category: Skins This mod makes HK-47 gold and shiny. This is the third version (first on this site) which adds an environment map to create an artificial reflection. I originally posted this mod and previous versions to kotorfiles under the name goatman82197. Enjoy! Compatible with KotOR 1 & 2 INSTRUCTIONS If you have Kotor 1, place the files from K1 into the override folder within the main game folder. If you have KotOR 2: The Sith Lords, run the installation file within K2. BUGS None that I know of. THANX Thanks to Adobe Photoshop 7.0 and Kotor Tool. COPYRIGHT You can use this mod and edit it, but don't redistribute it without crediting me, tjsase (formerly goatman82197). Click here to download this file
  11. Okay, so I'm not sure if this has been touched on before. I'm really new to this (just joined the site today), so I apologise if I'm just repeating a previous topic. If so, I'd love a link to said topic if it's been resolved. So. I want to customise my Exile. What I'm trying to do is extract some PC heads from Kotor tool for me to edit in Photoshop. I extracted one as a test and renamed the file extension to .tga but now the file is unusable. My question is: how do I use the .mdl files? Or how do I change them to .tga files so I can edit them and use them in the game? If you need any more information, let me know. I'd really appreciate any assistance you can give.
  12. Laser redirected... TO THE FACE
  13. TSL Clothing Texture Enhancement View File First of all: THIS IS TSLRCM/M4-78 COMPATIBLE (That's great news of course) Be sure to download every single file in the downloads! You don't want to miss out on all of the files! Hello there everyone! Guess what? I have another mod, third one this week. Now, then again these took a long time to do. Except since my internet was down for 4-5 days this week, I had a lot of time to work on this mod. What this mod does is replace the vanilla armors with new, HQ textures. This mod also (just like my K1 mod) replaces the stats to make you want to use the lighter armors. All of the armors and clothing replace the core games files. I adjusted the stats of every item (Except for clothing). I made it so that people would want to use the lighter armor, so be aware of the heavy armor. I'm really proud to say that I'm starting to work on more projects along with this one. The fact that I'm making these on a Mac make me want to keep making them, to "prove" to people that you can still mod on a Mac haha. The codes for all of the armors are the same as the vanilla codes, so look them up. I didn’t replace the games core game robes. I placed them randomly through the game. The codes for the robes (Although I'd prefer that you find them in their places inside of the game, are as follows: giveitem a_robe_50 (through) 60 Installation: Unzip all of the separate 7z files, and then place all of the files into the override. I really hope you guys enjoy this mod, be sure to make a review so that I can improve on anything! Submitter Rece Submitted 03/20/2015 Category Skins TSLRCM Compatible No  
  14. One of the things I would like to do for a mod I'm working on is have non-droid units use special weapons like the flamethrower and carbonite emitter. The first problem with this, as far as I can see, is that when it comes to targeting enemies human characters use force powers in the spot where droids use item spells. So I've created a flamethrower item that can be equipped by both humans and droids but only one of them can use it to target enemies. There are some ways around this. I looked at a mod that implemented a flamethrower for human characters. Instead of targeting an enemy, the flamethrower would targeting the user like an energy shield. Then the script that resolves the spell finds an enemy near the user to fire the flamethrower. This is pretty clever, but I don't like it as a solution because you can't choose who to target. So I had another idea. I would simply create a force power called "Use Item". The power would activate a script that would find the item equipped on the armband and then activate it. This is where I'm having some trouble. I've created the following script and hooked up everything so it runs, but it doesn't activate the item. //:: k_sup_useitem // Custom script by Box // This is a script for using a custom weapon from a spell // This could be considerably more tricky #include "k_inc_debug" void main() { object oItem; // The item to use int nInventorySlot; // The inventory slot where we're keeping the item event evItem; // Event for activating item? object oTarget; // Item target location lTarget; // Item target location // Get the item we're trying to activate // This seems pretty simple so I imagine it works nInventorySlot = INVENTORY_SLOT_LEFTARM; oItem = GetItemInSlot(nInventorySlot, OBJECT_SELF); // Activate the item obtained // Not sure exactly what is going on here with "events" oTarget = GetSpellTargetObject(); lTarget = GetSpellTargetLocation(); evItem = EventActivateItem(oItem, lTarget, oTarget); // I'm guessing this is what we need to run next // If the last block returned an event for activating an item, this should perform the event and activate the item, right? SignalEvent(OBJECT_SELF, evItem); } I've never written a script like this using "events" before. I just found functions in the documentation that seemed like they would do what I wanted. Unfortunately while I can verify that the script is called, it doesn't actually activate the item. I don't know if there are only certain items that can be activated. Most consumable items seem similar in their .uti files with a property that determines what spell is cast when the item is used. I was assuming that an event activating an item would work similarly, but I can't even get this to activate a regular energy shield. On the other hand, I've considered a completely different approach. Instead of trying to activate the item from a script, I would instead just determine the identity of the item equipped and then perform the effect of the item right in this script. There's a problem with that though. I've been using weapons and energy shields with a cooldown effect, so instead of having 5-10 uses before disappearing, they have unlimited uses but can only but have to wait 60 seconds before being used again. If I bypass actually activating the item with this script, then I need to figure out a way to implement a cooldown system. I have no experience doing anything like that. I assume it would probably involve global variables and heartbeat scripts but I don't know where to start. So that's my situation. I think it's a pretty interesting problem and it would be really cool if we could figure it out. What do you guys think? Does anyone know how in-script item activation or cooldowns work? Or maybe you guys have a different way of looking at this problem.
  15. Hey, I downloaded the M4-78 Mod onto my KOTOR II game (TSLRM 1.8.3 already installed), and encountered a huge bug! I completed the m4-78 quests up until the point that you go speak to the actual droid M4-78, but I cannot get to him! I open the door in the main core and I see a force field with Master Vash on the other side, but I cannot lower it! There are two computer consoles in the room, but I cannot interface with them. I have tried reloading a previous save and encountered the same issue! Any help or advice is very much appreciated, thank you!
  16. Hi-Res Beam Effects View File This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones. Submitter InSidious Submitted 09/19/2012 Category Skins TSLRCM Compatible  
  17. Malachor Exterior Reskin By Quanon View File This mod started by a request from SithHolocron to give Malachor better looking skies. Though when the skies where ready, the other textures looked really off. The contrast between the jagged cliffs and the sky was just to big in my opinion. So the mod evolved into a full reskin of the exterior areas of Malachor. All the rocks, debris, cliffs and floor got a new texture. Only a few things haven't been changed; the broken and crashed spaceship parts and those broken eggs from the storm beasts remain the same. A nice little preview: Submitter Quanon Submitted 04/21/2014 Category Skins TSLRCM Compatible  
  18. View File Health Regeneration Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters regeneration.2da to add out of combat automatic vitality regeneration as seen in TSL to K1 by using the TSL Patcher. Changes All characters will now regenerate vitality automatically when not engaged in combat. Submitter MVacc224 Submitted 09/11/2014 Category Mods K1R Compatible Yes  
  19. View File Feats Tweak Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. 1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation. 2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation. 3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation. 4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy. 5. Jedi Watchman/Sith Assassin granted Stealth Run. 6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4. 7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17. 8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up. 9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder. 12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). 14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class. Submitter MVacc224 Submitted 09/11/2014 Category Mods TSLRCM Compatible  
  20. View File Character Generation - K1 Style Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression. Jedi Guardian = Soldier Jedi Sentinel = Scout Jedi Consular = Scoundrel Changes 1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. Submitter MVacc224 Submitted 09/11/2014 Category Mods TSLRCM Compatible Yes  
  21. Good day, tell me please if there any possibility to create a mod with my own way to change feats from the start like the mod from KOTOR1 - CSC I need just to change feat , not a whole rebalance of the game. Thank you for answers and i hope that smbd will create dat mod )
  22. Is there a way to make tsl (possibly kotor 1 as well) work with dual screen monitors. Not a big issue or anything but I figured I would see if there is anything out there for it. TSLRCM compatible of course
  23. File Name: Damaged Ebon Hawk mod File Submitter: FF97 File Submitted: 24 Apr 2014 File Category: Mods TSLRCM Compatible: Yes Due the lack of replacement parts and good repair skills, the Ebon Hawk can't be repaired in a few hours by just 3C-FD and T3-M4. They didn't have enough parts and tools, so the Droids just fixed the hole in the garage and repaired the gas leaks in the pipes. I made this mod, because I think the Ebon Hawk's damages before Peragus II were too heavy for the ship to look like in Kotor 1 after repair. I replaced almost every mdl and mdx from the default ebon hawk model with the same files from the damaged prologue model. I kekt the original cargo hold and garage, because the garage wouldn't look good, and in the cargo hold, the player would encounter many clipping errors. BUGS: in the prologue, if you enter the rooms by opening the doors, every doorframe will be black and dark, this is annoying and doesn't look very realistic, but i can't fix it by now. I will fix it in the possible next version of this mod. Click here to download this file
  24. File Name: [TSL] Fixed Proficiency/Focus Feat Icons File Submitter: Kainzorus Prime File Submitted: 13 Apr 2014 File Category: Mods TSLRCM Compatible: No NOTE: Do NOT use this with the most recent version of TSLRCM, as we fixed it in the feat.2da. Installing this ontop of TSLRCM will re-add the bug! Author: Kainzorus Prime Mod Name: Proficiency/Focus Feat Icons Fix ************************* 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 fixes the oversight present since the first KotOR, which set the icons for weapon proficiency feats to use the ones meant for weapon focus feats, and vice versa. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 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
  25. File Name: Kreia - Beta Appearance File Submitter: Kainzorus Prime File Submitted: 13 Apr 2014 File Category: Skins Author: Kainzorus Prime Mod Name: Kreia - Beta Appearance ************************* 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 gives Kreia her appearance from beta/pre-release stage of the game. Notable differences include shorter outer robe, shine effects on her hair clasps and slight reflection to her eyes. The head changes also apply to her Sith appearance as well. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 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