Jump to content

Search the Community

Showing results for tags 'fix'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

  • Blog 1
  • The memories of Mandalore
  • Blog 63
  • Varsity Puppet's Brain Dump
  • Working Class Hero's Blog
  • mmidnight's Blog
  • Blog-Tastika
  • Darth Malious' Blog
  • The Beta Community's Voice
  • sallyrit's Blog
  • Sith Holocron's Blog
  • Diablo3gold
  • Marginalia
  • Mindwizard's Blog
  • Journal Log Of Penally's Bounties
  • Mudslinger077's Blog
  • starwars1234's Blog
  • Blaaargh.2da
  • Kate The Bionic Uterus' Vibrating Submarine
  • Darth Nuge's Blog
  • The Xuul Report
  • KOTOR Fan Theories
  • Benny Chan style
  • Darth_Sapiens' Blog
  • Neville's Blog
  • Darth_Sapiens' Blog
  • TimmyDean's Blog
  • Malkior's Blog
  • DarthSidious4.2's Blog
  • Darth Pravus' Blog
  • Help
  • Canderis' Blog
  • The Musings of Eauxps
  • xander2077's Blog
  • DeadMan's chest
  • pepoluan Far Far Away
  • Rece's Videos
  • jc2's Journal
  • Kexikus' Blog
  • Kreia's Blog
  • Fair Strides' Blog
  • Pazuzu156's Blog
  • GoldLeader's Blog
  • Steira Shipyards
  • lyuscherbakova1986's Blog
  • superSzym's Blog
  • Leilukin's Blog
  • N-DReW's Datapad
  • magdahalo's Blog
  • Trouble Successfully Using Kotor II TSLRCM 1.8.5 On Windows 7 x64-Bit Laptop
  • DarthTyren's Blog
  • The Holocron of Darth Kyber
  • Darth Varkor's KOTOR Machinima Saga: Production Blog
  • ADG12311990's Blog
  • Unusual's VA Blog
  • Draconian's TSL mod request.
  • darthbdaman's Holocron
  • JC's Blog
  • L0ki's Blog of questions & brief WIP things
  • The Iriaz Archives
  • Breakfast With eb
  • Cathar Handmaiden Skin?
  • Kast's Datapad
  • Having fun with the KotOR maps.
  • AndroidKotOR Modded
  • Starıka's Jedi Academy Machinimas
  • KotOR II Damage Calculator
  • Help Modding
  • A step-by-step guide for widescreen in Star Wars: Knights of the Old Republic
  • 13 gigabytes, 13 brain cells
  • Modding Tools
  • StellarExile Mod Stuff
  • Jedi Knight: Jedi Academy films by Cor
  • Something of a moment of truth
  • Music for Streams
  • LoneWanderer's blog
  • modder 9's blog
  • Community Requests
  • Kotor combined saga blog
  • My Kotor Machinimas
  • How do you stream with your Widescreen fixes?
  • Looking for advice to solve a challenging bug: Eastern Dune Sea is resetting every time upon entering

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The directional keys and enter on keyboard do nothing outside of dialogue and can't be mapped to WASD or to action command. I've attempted to make the game controls more modern with the in game settings but I can't find a mod that maps dialogue controls to WASD and spacebar to select.
  2. Version 1.0

    865 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 5.11.2016 Installation: This mod requires TSLRCM to be installed FIRST so be sure to download and install it- http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ After you installed it simply copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder It will ask you to overwrite so click yes when it does and it will be installed Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: TSLRCM is a mod that restores most of the cut content back into the game. While this mod does do an excellent job at doing so it also comes with a new logo which now reads "Star Wars Knights of the Old Republic II THE SITH LORDS RESTORED CONTENT MODIFICATION 1.8.5 (The 1.8.5 bit changes depending on the version you play). That new logo is extremley useful to new players since it lets them know if it's been successfully installed or not but realistically Obsidian never intened for that logo to be in the game so what this mod does is reimplement the old logo back into the TSLRCM game. Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Is incompatiable with anything that edits the main logo Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool and everyone who downloads the mod. 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.
  3. Version 1.3

    1,110 downloads

    ****************************** KNIGHTS OF THE OLD REPUBLIC ****************************** Todevuch's Sith Officer Fix K 1 1.3 ****************************** Author: Todevuch (todevuch) ****************************** Description: This modification is a partial fix for certain Sith NPCs: 1) Twilek at Tarisian base. Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base. Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing. I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way; 2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there). I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!; 3) A Sith Captain at the Manaan Base. In this case, the captain had the wrong voice for Sith soldiers, which has been fixed; 4) As a dessert - the true vestments of Admiral Varco! Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship". The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case. This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings. Instruction: Just launch TSLPatcher and point to the correct path to your game. Compatibility with other modifications: The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification. Credits: LucasArts Entertainment: Original files. Distribution restrictions: The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author. The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated. Special Thanks: 1. @Darth_Sapiens for the KOTOR TOOL; 2. @TK102 for the K-GFF GFF Editor; 3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor; 4. @bead-v for the MDLedit; 5. @ndix UR for the tga2tpc; Recommended modifications for installation: JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426; Male Sith Archaeologist Restoration. Author: @N-DReW25; Diversified Jedi Captives on the Star Forge. Author: @DarthParametric. Video clips: №1: №1 (alternative): №2: №3: №4:
  4. Version 1.0.0

    1,202 downloads

    This small modification allows Visas Marr to wear the Jedi's robes, that is, the Jedi's robes will now be fully displayed on it. I really did not like that the original Jedi robes (for example, Jedi robes and Jedi Knight robes) do not show up on Visas. It also made the original Visas clothes unhealthy. Now, this model can be seen only if you wear ordinary clothes. I strongly recommend using it with TSL Improved Party Outfits - this will also give the original robe Visas more uniqueness.
  5. View File Wookie Warblade Fix This fix was originally made by Redrob41 and was located in one of his large mods. I was given permission by the admins to release it to the public. All credits goes to Redrob41, Please contact me if you would like this mod removed. This elongates the handle on the blade so your hands no longer grab the blade directly like it used to. To install just place the contents in the zip to you override! To uninstall just remove the files you place Thanks for the download! Enjoy -Sdub Full credits go to @redrob41 Submitter Sdub Submitted 06/06/2021 Category Mods K1R Compatible Yes  
  6. Version 1.0.0

    22,862 downloads

    This fix was originally made by Redrob41 and was located in one of his large mods. I was given permission by the admins to release it to the public. All credits goes to Redrob41, Please contact me if you would like this mod removed. This elongates the handle on the blade so your hands no longer grab the blade directly like it used to. To install just place the contents in the zip to you override! To uninstall just remove the files you place Thanks for the download! Enjoy -Sdub Full credits go to @redrob41
  7. Version 1.1

    27,277 downloads

    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel there's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? In terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a different fp usage dynamic as you would expect so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch.
  8. Version 1.1

    566 downloads

    Gamorrean Battleaxe Icon Fix Author: djh269 Release Date: 02.03.2017 Installation: Drop the .tga file directly into your override. Uninstallation: Simply remove the icon from your override. Description: This is a small fix for the Gamorrean Battleaxe, I have replaced the orginal icon with a much better version. To get the full use of this mod, I suggest downloading the following mods: - N-DReW25's Gamorrean Battleaxe Fix 1.0 - KotOR1 Restoration (K1R) Thanks: Bioware for such an amazing game. Fred Tetra for Kotor Tool and everyone who downloads the mod. Holowan labs for the endless pit of information for Kotor modding. 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
  9. View File Droid special weapons fix for TSL Description This mod fixes damage and effects, descriptions, restores droid special weapons, icons and switches icons for some existing droid weapons. New in v2.0: The mod now uses TSLPatcher. Reworked poison weapons rebalance fix to make it more compatible with other mods (such as improved AI mod). Thus, it became part of main install. Restored two droid weapons: Droid Gravity Generator Type 2 (can be purchased from Opo Chano on Telos and Kodin on Nar-Shaddaa) and Advanced Fire Suppression System (droids on Goto's Yacht will use it instead of obsolete by that point Fire Suppression System). Restored two unused icons and made some changes to reduce the number of shared ones. In addition, droid weapons with different effect types will no longer have the same icon. Icons were switched for Droid Neural Pacifier, Droid Neural Scrambler, Droid Plasma Thrower, Droid Toxin Emitter. The descriptions were fixed for the following special weapons: Fire Suppression System now correctly shows “Damage: Cold, 5pts. Save: DC10 for half damage and ignore paralyze effect” instead of “Damage: Cold, 10pts. Save: DC15 for half damage and ignore paralyze effect”. Droid Flame Thrower incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Molten Cannon incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Plasma Thrower now correctly shows “Damage: Ion 60pts” instead of “Damage: Fire, Ion 60pts”. Droid Multi-spectral Emitter now correctly shows “DC= 24 + Level for half damage.” instead of “DC= 24+Level of target for half-damage”. Fixed damage, effects and descriptions for Droid Toxin Emitter. Fixed damage, effects and descriptions for Droid Bio-Assault. Installation Run "TSLPatcher.exe" installer and select your TSL folder. Note: starting a new game is not required. Just get rid of the affected special weapons from your droids’ inventories, then find/buy new ones, and they will have correct descriptions. Also, the descriptions of special weapons in the inventories of already visited merchants won’t change. Uninstallation Delete installed files of the mod from Override folder. Copy the files (except 351nar.mod) within the generated "backup" folder of the mod and place them in the Override folder. 351nar.mod should be placed in modules, but only if you have not installed other mods that change 351nar.mod after this one. Otherwise, you should uninstall those mods first. Compatibility This mod is compatible with TSLRCM. This mod is incompatible with mods that change droid special weapons or install files d_device_16.uti and g_d_firesupres02.uti (but I haven’t seen such mods). Distribution Notes This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. Credits Tools used: KotOR Tool by Fred Tetra KotOR Scripting Tool by Blue K-GFF by tk102 Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND 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. Submitter LoneWanderer Submitted 03/30/2021 Category Mods TSLRCM Compatible Yes  
  10. Is there a mod that is just for the textures of the birds that fly around on Telos' surface and Dantooine? For some reason the birds are bright pink / purple. As if they have no texture. It's not a huge deal as its a minor thing. But is there a mod already out there that can fix this, or can one be made?
  11. View File Todevuch's Sith Officer Fix K 1 ****************************** KNIGHTS OF THE OLD REPUBLIC ****************************** Todevuch's Sith Officer Fix K 1 1.3 ****************************** Author: Todevuch (todevuch) ****************************** Description: This modification is a partial fix for certain Sith NPCs: 1) Twilek at Tarisian base. Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base. Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing. I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way; 2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there). I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!; 3) A Sith Captain at the Manaan Base. In this case, the captain had the wrong voice for Sith soldiers, which has been fixed; 4) As a dessert - the true vestments of Admiral Varco! Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship". The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case. This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings. Instruction: Just launch TSLPatcher and point to the correct path to your game. Compatibility with other modifications: The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification. Credits: LucasArts Entertainment: Original files. Distribution restrictions: The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author. The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated. Special Thanks: 1. @Darth_Sapiens for the KOTOR TOOL; 2. @TK102 for the K-GFF GFF Editor; 3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor; 4. @bead-v for the MDLedit; 5. @ndix UR for the tga2tpc; Recommended modifications for installation: JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426; Male Sith Archaeologist Restoration. Author: @N-DReW25; Diversified Jedi Captives on the Star Forge. Author: @DarthParametric. Video clips: №1: №1 (alternative): №2: №3: №4: Submitter todevuch Submitted 01/16/2021 Category Mods K1R Compatible Yes
  12. jc2

    Star Forge Door Fix

    Version 1.50

    987 downloads

    Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware
  13. Version 1.0

    1,845 downloads

    A simple mod that changes the colors of the lightsabers in the game. I always thought they were a bit off, some less, some more. I'm very well aware that there are going to be people who don't like certain colors. Tough luck. I don't mind criticism at all, I say HIT ME with it, but, please, refrain from whining and saying things that I can only reply "Mhm" to (e.g. "oh my god, I hate the orange color, it's not even orange, it's [whatever]"). If you hate something so much that you'd rather see me burn in a pool of lava, my advice is: open photoshop and change whatever you want, it ain't that hard. The "Alt" folder contains some alternatives. Some of the changes are unnoticeable, some of them are rather obvious. The second screenshot shows these colors. PS: that weird property of the blue, red, green and yellow lightsabers that causes them to look thinner from behind and much thicker from the front; I don't know how to fix that. I tried tweaking the models, but I failed horribly. It's the models, or the shaders or I don't know, but there's nothing I can do about it. Apologies. No compatibility problems. There are none, there can be none. It's just a simple texture mod. I'm 99,9% sure about that. Also, no black-core lightsabers, there are shading issues, it won't work, it'll look off and horrible and just NO. You hear me? NO. Installation: simply drag whichever files for respective lightsaber colors you want into the override folder.
  14. Version 1.0

    304 downloads

    This mod changes the requirements for droids to equip the Energized Armor set. You can find and equip these high level armors before you've levelled your droids, so this changes that so they need the Droid Upgrade Class 3 feat (level 13). Use it however you like, just mention me when doing so.
  15. File Name: Korriban/Manaan Music Fix File Submitter: Kainzorus Prime File Submitted: 23 Sep 2013 File Category: Mods Author: Kainzorus Prime Mod Name: Korriban/Manaan Music 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 =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 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. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music 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 =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 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
  16. View File Marauder Strict Fix Pack K2 Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod Submitter Marauder Submitted 09/20/2020 Category Mods TSLRCM Compatible Yes  
  17. View File Mining Laser Consistency Fix -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool. Submitter Marauder Submitted 09/19/2020 Category Mods TSLRCM Compatible Yes  
  18. 1,170 downloads

    I really loved the Holowan Duplisaber mod by VarsityPuppet, it has an amazing choice of quality lightsaber hilts and blade colors from around the community and is a must have for TSL in my humble opinion! The only (slight) issues were a couple of bugs that unfortunately escaped his attention in the original release... Having some limited experience in Kotor modding, I took it upon myself to try and address these bugs myself, as a personnal challenge. When I saw I managed to do just that, I contacted him on Deadly Stream to ask for his permission to release my modest fixes to his great work and he agreed! So without further ado, here's what my fix well... fixes: - When creating a new hilt, now removes a single crystal of the adequate color, instead of the whole stack if you have more than one. - When creating a cerulean-colored saber, uses a cerulean color crystal instead of a blue one. - Dark Jedi in the game were using green lightsabers. They now use more lore-friendly red ones. Installation: You of course NEED to have the original mod installed! After that, just paste the following files in your TSL Override folder: a_sbrconsole.ncs, g_w_drkjdisbr001.uti & g_w_drkjdisbr002.uti. The a_sbrconsole.nss file in the Source folder is not needed, it is just included for reference. That's it! Enjoy VarsityPuppet's amazing work! VarsityPuppet's original Duplisaber mod: http://deadlystream.com/forum/files/file/424-holowan-duplisaber-beta/
  19. Version 1.0.0

    2,694 downloads

    -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool.
  20. Version 1.0.0

    159 downloads

    Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod
  21. Version 1.0.5

    2,671 downloads

    Marauder Fix Pack for KotOR II: TSL There is a new version 1.0.5, make sure to grab the 1.0.5 version of the zip. -Description- A collection of my fixes to upgrade items that had wrong descriptions or properties. It combines all the fixes I have done for TSL. -Fixes (incomplete list)- Fixed the Mandalorian Chamber Mark III doing 3-17 damage instead of 2-16 as in the description. Barab Ore Ingot now correctly shows 2-12 fire damage in the description instead of 2-16. Targetting Scope Mark I was changed to show that it in fact has a slow effect like the others and not a stun effect. Corrected Ion Cell Mark II to show that it does Ion damage like the others instead of Bludgeoning damage. Birestorative underlay Mark III (u_a_unde_14) was missing the word "upgradeable." at the end of it's description. Hurrikaine Crystal description changed to mention the property On Hit: Knockdown DC 18 which was missing before. Firkrann Crystal changed to show that it does Ion damage vs droids instead of regular Ion damage which was missing before. Various whitespace fixes. Various missing colons after "Massive Criticals". Fix for Ostrine edge not showing the requirements to use it. Added missing return carriage for Solari crystal. Many robes were missing part of their descriptions that mark them as upgradeable. Droid Anatomy Description Fix is now included in main install -Installation- Just double-click MarauderFixPackK2.exe, confirm your choice then tell the installer where the game path is. -Compatibility- For now this is still not compatible with 90SK's TSL Loot & Immersion Upgrade, but this will probably happen in the next point release. This mod will not overwrite anything however, meaning you can safely use it and still get some of the fixes whilst using other mods. -Copying- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod
  22. Version 1.0.1

    1,103 downloads

    Fixes all robes that weren't marked as upgradeable in their description. This should work universally with TSLRCM, M478-EP and Vanilla TSL, but does not yet work with 90SK's TSL Loot & Immersion Upgrade or anything else it would overwrite. Use it however you want, as usual just throw a mention my way.
  23. Version 1.0.1

    895 downloads

    Droid Anatomy Library Fix 1.0.1 for K2 by Marauder Corrects the Droid Anatomy Library not showing it's +1-10 Energy Damage vs Humans. All the bonuses from this utility item only apply when unarmed. This should be interesting for seeing HK-47 rough up some gland-driven meatbags. -Install- Drop d_interface_12.uti into your Override folder. -Copying- Use it however you want, just throw a mention my way.
  24. Greetings, fellow Jedi! Hope y'all doing fine. It'd be awesome if someone release a fix for Vandar's false direction; as seen in the screenshot: I believe a fix to the particular cutscene would be necessary as that is one of the important scenes in game and kind of an introductory to the Councils; particularly Master Vandar. Many thanks for considering this and, May the Force be with You!
  25. 13,845 downloads

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.