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Found 20 results

  1. View File Choose Your Lightsaber This mod allows you to choose between a single and a double-bladed lightsaber when you make your own lightsaber on Dantooine. Submitter GearHead Submitted 06/27/2023 Category Mods K1R Compatible Yes  
  2. Version 1.0.1

    390 downloads

    This mod allows you to choose between a single and a double-bladed lightsaber when you make your own lightsaber on Dantooine.
  3. View File TSL Workbench Lightsaber Creation =TSL Workbench Lightsaber Creation= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: TSL Workbench Lightsaber Creation.7z LATEST VERSION: 1.1 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows you to create lightsabers at a workbench, including double-bladed, one-handed or short lightsabers, with any color focusing crystals available in the game. You must complete the "Crafting a Lightsaber" quest to build your first lightsaber to get the option to create lightsabers at a workbench. This mod is made for players who want to obtain more lightsabers, especially for their Force user party members, without relying on the loot drop system of the game. 2. INSTALLATION: Extract the TSL Workbench Lightsaber Creation.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, you will see the installer presents three installation option. You may choose ONLY ONE of these options: Default: Default installation option. JC's Crystal Attunement Compatible: Choose this option if you installed any of the Workbench Attunement options of JC's Crystal Attunement for K2 mod. Once you selected the option you want, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" may be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. ***IMPORTANT NOTE FOR STEAM USERS:*** I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2. 3. UNINSTALLATION: If no backup folder was created when you installed this mod, go to the Override folder in your KotOR 2 directory, and delete the following files: llk_wblscreate.dlg llk_wblsdlg.ncs workbnch.dlg If a backup folder was created when you installed this mod, go to the backup folder, cut workbnch.dlg from the backup folder and paste the file in the Override folder in your KotOR 2 directory, then delete llk_wblscreate.dlg and llk_wblsdlg.ncs from the Override folder. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM. This mod has an additional installation option to make it compatible with JC's Crystal Attunement for K2. Make sure you install this mod after JC's Crystal Attunement for K2, and follow the installation instructions above. This mod is not compatible with VarsityPuppet's Holowan Duplisaber or Kaidon Jorn's Schematic Lightsaber Mod (SLM). No compatibility patch will be made for those mods, as this mod is intended to be a light alternative to the huge lightsaber mods. This mod is compatible with any mod that does not modify the workbench dialogue. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Cortisol for Holocron Toolset tk102 for DLG Editor KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 11/09/2022 Category Mods TSLRCM Compatible Yes  
  4. Version 1.1

    765 downloads

    =TSL Workbench Lightsaber Creation= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: TSL Workbench Lightsaber Creation.7z LATEST VERSION: 1.1 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows you to create lightsabers at a workbench, including double-bladed, one-handed or short lightsabers, with any color focusing crystals available in the game. You must complete the "Crafting a Lightsaber" quest to build your first lightsaber to get the option to create lightsabers at a workbench. This mod is made for players who want to obtain more lightsabers, especially for their Force user party members, without relying on the loot drop system of the game. 2. INSTALLATION: Extract the TSL Workbench Lightsaber Creation.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, you will see the installer presents three installation option. You may choose ONLY ONE of these options: Default: Default installation option. JC's Crystal Attunement Compatible: Choose this option if you installed any of the Workbench Attunement options of JC's Crystal Attunement for K2 mod. Once you selected the option you want, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" may be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. ***IMPORTANT NOTE FOR STEAM USERS:*** I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2. 3. UNINSTALLATION: If no backup folder was created when you installed this mod, go to the Override folder in your KotOR 2 directory, and delete the following files: llk_wblscreate.dlg llk_wblsdlg.ncs workbnch.dlg If a backup folder was created when you installed this mod, go to the backup folder, cut workbnch.dlg from the backup folder and paste the file in the Override folder in your KotOR 2 directory, then delete llk_wblscreate.dlg and llk_wblsdlg.ncs from the Override folder. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM. This mod has an additional installation option to make it compatible with JC's Crystal Attunement for K2. Make sure you install this mod after JC's Crystal Attunement for K2, and follow the installation instructions above. This mod is not compatible with VarsityPuppet's Holowan Duplisaber or Kaidon Jorn's Schematic Lightsaber Mod (SLM). No compatibility patch will be made for those mods, as this mod is intended to be a light alternative to the huge lightsaber mods. This mod is compatible with any mod that does not modify the workbench dialogue. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Cortisol for Holocron Toolset tk102 for DLG Editor KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. View File Lightsabers and Robes on a Corpse Description: Someone on Discord in a server I am in requested for me to make a mod where it adds robes and lightsabers in the Morgue, so that's what I did. READ This is a newer, updated version. I was informed the other version of this where I put it on the Miner Corpse causes a bunch of issues in the game. REMOVE g_tresgencorp004 FROM YOUR OVERRIDE FOLDER I have added these to Kreia's corpse instead, hopefully there won't be any issues. I also added a Double Bladed Lightsaber, 2 short lightsabers, medpacs, and some credits to Kreia's Corpse. Installion: Pop gencrps004.utp into your Override folder in your Kotor 2 Directory Credits: The Person who asked me to make this on Discord - Name will be anonymous Fred Tetra - Kotor Tool which allowed me to add these lightsabers and robes to the miners corpse Obsidian for making Kotor 2 Bugs: Lightsabers aren't upgradeable, I can't figure out as to why, but if you want a mod that adds lightsabers that are upgradeable, you can download and install the Lightsabers on Peragus mod. Sometimes you can only access the items once you get the plasma torch. Other than these 2 bugs, there shouldn't be anymore. Report to me if you find anymore. Compatibility: Pretty sure this will be compatible with TSLRCM since it doesn't edit anything TSLRCM adds, I believe. NOT Compatible with any other mods that change gencrps004.utp Submitter LewokGuy Submitted 07/11/2022 Category Mods TSLRCM Compatible Yes  
  6. Version 1.1.0

    1,359 downloads

    Description: Someone on Discord in a server I am in requested for me to make a mod where it adds robes and lightsabers in the Morgue, so that's what I did. READ This is a newer, updated version. I was informed the other version of this where I put it on the Miner Corpse causes a bunch of issues in the game. REMOVE g_tresgencorp004 FROM YOUR OVERRIDE FOLDER I have added these to Kreia's corpse instead, hopefully there won't be any issues. I also added a Double Bladed Lightsaber, 2 short lightsabers, medpacs, and some credits to Kreia's Corpse. Installion: Pop gencrps004.utp into your Override folder in your Kotor 2 Directory Credits: The Person who asked me to make this on Discord - Name will be anonymous Fred Tetra - Kotor Tool which allowed me to add these lightsabers and robes to the miners corpse Obsidian for making Kotor 2 Bugs: Lightsabers aren't upgradeable, I can't figure out as to why, but if you want a mod that adds lightsabers that are upgradeable, you can download and install the Lightsabers on Peragus mod. Sometimes you can only access the items once you get the plasma torch. Other than these 2 bugs, there shouldn't be anymore. Report to me if you find anymore. Compatibility: Pretty sure this will be compatible with TSLRCM since it doesn't edit anything TSLRCM adds, I believe. NOT Compatible with any other mods that change gencrps004.utp
  7. I noticed in nearly all of Jedi Shem L's videos on youtube regarding kotor that he had his lightsabers have specific sounds. He had all lightsabers with their corresponding colors to have different sounds. Every lightsaber that wasn't red had Luke's saber sound and all red had vader's. For a long while I was curious as to how he did it to no avail however DX. I know he released an Ultimate Sound Mod ages ago but that in particular regarding lightsaber sounds are assigned to "lightsaber type" not sound itself. All single blade sabers have ROTJ Vader ignition sound and all short blade sabers have Luke's ROTJ saber ignition sound. I'll link in a video to further add detail for this thread. Thank you much everyone!
  8. I noticed in nearly all of Jedi Shem L's videos on youtube regarding kotor that he had his lightsabers have specific sounds. He had all lightsabers with their corresponding colors to have different sounds. Every lightsaber that wasn't red had Luke's saber sound and all red had vader's. For a long while I was curious as to how he did it to no avail however DX. I know he released an Ultimate Sound Mod ages ago but that in particular regarding lightsaber sounds are assigned to "lightsaber type" not sound itself. All single blade sabers have ROTJ Vader ignition sound and all short blade sabers have Luke's ROTJ saber ignition sound. I'll link in a video to further add detail for this thread. Thank you much everyone!
  9. View File Default Hilt Replacement Mod DHRM 8.2 ---------------------- Kaidon Jorn May 2021 This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well. I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out. Submitter Kaidon Jorn Submitted 05/22/2021 Category Mods TSLRCM Compatible Yes  
  10. Version 8.2

    2,502 downloads

    DHRM 8.2 ---------------------- Kaidon Jorn May 2021 This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well. I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
  11. View File TSL Icons for modifications of lightsabers By TFT I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Mods TSLRCM Compatible Yes  
  12. Version 1.0.0

    1,292 downloads

    I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  13. I have a few points with KOTOR that I am trying to resolve. First, in the dialogue files such as the one attached below, do you know what Old Hit Check means and what it does? I want to know in case it is something that I might want to deselect. Second, I know on Manaan that you have equip a special diving suit to venture out underwater. Do you know if this can be changed with a mod or is hardwired into the game? I ask because I know there is a mod that allows you to take your party with you so I am hoping that I can keep the armor, headgear, and weapons that I normally have my character wear. Finally I want to know how to change the outfit for Bastilla. What I mean is that after she is taken by Malak and turns to the Dark Side she is shown wearing a black Jedi Robe. I want to know how to change her outfit so she will be wearing what I equip her with when she is in my party. For example, when she joins my party I will equipping her was a Blaster Cannon rather than a lightsaber and the Verpine Zal Alloy Mesh armor rather than robes. I want her to still be carrying, using, and wearing those items during the scene where Malak starts to entice her and when my character encounters her on the Unknown World and Star Forge System. I have edited the appearance.2da file by adding a new line (Line 509) changed the modules lines to the outfit I want. I have attached it here so you can see it. Please tell me if I am wrong anywhere. Now I need to know which columns to edit and how to give her the miscellaneous items and weapon I want. Also I absolutely want her to be wearing a headgear item so which columns do I edit for that. If I need to create new columns for these results how do I do that? Then after I have the appearance.2da file set I will edit the appearance lines in the Bastila.utc files to give the appearance I want. Does that sound right to all of you? Can you please tell me how to do all this? I am willing to take another look but I need to know what I am looking for. Is there another file that I need to be using? Hopefully by looking at them you can tell me where I went wrong. Also I am asking all of you to please check my other forum about editing placeables at the link below. I am having trouble getting a metal-box container to spawn by script, especially in the place I want it to. Perhaps you can tell me what I am doing wrong. Thank you in advance. https://deadlystream.com/topic/6857-editing-placeable-items-in-kotor/ appearance.2da lev40_darthmalak.dlg
  14. I want to know how to add items to containers in KOTOR. Specifically I want to add items from other mods and custom items that I created to the first footlocker on the Endire Spire. I cannot get them to appear in the custom items in the Inventory Editor of KOTOR Tool as shown in the image below. This way I can get them in the game itself without having to use a cheat code or the Save Game Editor. Please help me do this and provide all details. Thank you in advance.
  15. I am having trouble with some of the dialogue files for Star Wars: Knights Of The Old Republic, specifically: “k_sta_darthmalak”, at the moment. The problem is that some lines of text are not appearing in certain dialogue editors. The line that I am specifically looking for is: “I was saved from the darkness, Malak. You can be too, if you wish.”. As you can see in the enclosed image I could easily find that line when I used the Conversation Editor that is built into KOTOR Tool. But when I open it in the Dialogue Editor the line is not available even after I have opened all the options like show orphan lines. I have attached images of the Conversation Editor and Dialogue Editor with the “k_sta_darthmalak” file opened to show what I mean. I ask for help in getting ALL lines to show up. I want to edit dialogue with my own scripts as I am modding the game to extra enjoyment. I may be having the same problem with multiple dialogue files so I want to get it resolved so I can edit the files that I want. Thank you in advance.
  16. 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
  17. I have tried posting this request for help in the general section but I have not received any luck so I chose to try again in mod requests. I hope that will not be a problem. I am looking to make two Jedi Trainers. I know there are mods created by Redhawke that allow you to make other members of your party into Jedi such as Carth, Canderous, and Mission. You can find them yourself at the 1st link below. The YouTube video link will show you how they work. However there is no such option for Zaalbar. I want to be shown how to make a Jedi Trainer for myself and Zaalbar. I ask to be shown how to design to characters, set their positions, and dialogue and script in the game, and how to get them to give me specific item.. I have created the dialogue and the .utc files that I want to use for both characters. You can see them in the attached files below. Now I just need to finish the rest. I have seen instructions on how to make an NPC at the final link below but I cannot understand them fully and they are not enough anyway. Besides they are decided to show you how to create a NPC to join your party when I want to just speak to an individual and receive training. Furthermore I know there is a mod that allows each party member to be a Jedi as they join your party. I do not wish to use that. With mods that can turn each other party member into Jedi incorporated into the story of the game I would like one for Zaalbar as well. I can for all the help anyone can provide. I have pasted examples of the mod I would like to have to this thread. Thank you in advance. http://www.jumpstationz.com/RedHawke/mods.html http://z6.invisionfree.com/Mandalorian16965/ar/t57.htm Carth.zip Canderous.zip RHMissionJediMod.zip Mod Files.zip
  18. Hello, everyone! Bit new to the community, would like to say hi. Now that's out of the way, I've discovered a game-breaking glitch, and would like to give everyone a heads-up. For those who use mods that add new models and textures to lightsabers in TSL, such as SLM and Duplisaber, some may have the issue where the models appear as simple, colorless chrome blobs without texture to them. Someone came up with an easy fix for this, and edited one of the lines the swkotor2.ini file: One changes the line "DisableVertexBufferObjects=1" to "Disable Vertex Buffer Objects=1". Do not do this. It fixes the bug, but will also cause the game to crash at certain areas in-game. The two that happened to me were the Korriban Shyrack Cave, where it crashed as soon as the level loaded, and at the Telos Restoration Zone, crashing sometime during the dialog with your party and Bao-Dur. There are likely several other locations where this may happen. It's taken me nearly two weeks of experimentation with setups and different mods to figure this out, and I've reinstalled my game seven times now. Probably a stupid thing to do, considering there are several people in the community here who have actual troubleshooting experience, but I digress. If there is another plausible and non-glitchy way of solving the missing lightsaber texture bug that these mods have, I would be elated to know. Thank you, MotleyNerd
  19. I have tried everything to make my Force Power mods compatible: installing them in different order, merging the .2da files, using the TSLPatcher, everything without any success. Several share the same spells.2da lines. Merging them mixes them up as does different order installation order. So I created a single one and added lines for all Force Powers. However I know I must change the line in their scripts to match my file. Consider the Four Force Powers Mod. You can see in image 1 it normally is in rows 132-144. However in my file it is in rows 135-146. I need to know how to edit the scripts to match the mods to the new rows. I can open the .ncs script files and .nss script files. But need to be shown where to look to find it and match the rows. Also if I replace the spells.2da file in each mod with mine will that make it easier for the mod to run as there would be nothing to change in the Override folder? I have placed everything in the zip folder below. The links to the mods are listed in the enclosed text document so you can look at them yourself. I ask to be shown how to edit scripts to match my spells.2da. I only need to be shown for one power. Once I get the experience one I can repeat the process for the rest myself. I give full credit to the respected authors. Please give me all help that you can. Thank you in advance. Mods And Spells.2da Files.zip
  20. Hey guys! I've got a bundle tutorial for you today. Although these two have nothing to do with each other, I wanted to bundle them together instead of just having two separate threads. Anyways, I'll be showing you two things for these tutorials: Creating a custom design with an armor plating for droids. Creating custom lightsabers that are also upgradeable. While everything is explained in these tutorials, I'll still try and put a little description for them here. For the first tutorial: In this video I'll be showing you how to put custom designs on droids via an armor plating, and appearance.2da. It's kind of hard for me to explain what exactly I mean, but have you ever wanted, say T3 to have a custom design when you equip a certain armor? Well, this will show you how. This applies to any droid, or well i guess any disguise. For the second tutorial: In this video I'm going to show you how to make custom Lightsabers for Kotor 1 and 2. Sorry if the tutorial kind of sucks at some points, I had to keep restarting certain parts because I messed up so much. Also, you don't have to listen to me about the whole "Don't use the same numbers that I use in my mod" I just say that so you can make yours compatible with mine. Anyways, hope this helps! Also, I follow the tutorial made by Achilles on how to create custom models for your lightsabers. I'll leave his text tutorial in case my video is too confusing (which it probably is). Achilles text tutorial: Resources that you will need to build your mod: • KotOR Tool – Used to locate and extract templates, models, and skins • GFF Editor – Program used to edit .uti (template) files. • Hex editor - used to modify .mdl (model) files. • Tpc2Tga.exe – Simple executable that will allow KT to automatically convert game images to convertible format • A file reference – used for identifying files in KT. I like to use http://www.goldensun-syndicate.net/kotor/codeFAQ.txt • Photoshop (optional) – used to modify game images such as saber color, robes, armor, etc. Files that you will need to extract using KT: *Note: xxx represents the model # Templates – Assign properties to the item(s). Use the file reference to determine what files you need. For instance g_w_sbrcrstl14 is the code for Blue Lightsaber Crystal. Knowing this information will help ensure that you extract the correct files. • g_w_sbrcrstlxx.uti <BIFs/templates.bif/g_w_sbrcrstxx.uti> • g_w_lghtsbrxx.uti <BIFs/templates.bif/g_w_lghtsbrxx.uti> Models – Used to render the image of your item in-game • w_lght_xxx.mdl <Bifs/items.bif/w_lght_xxx.mdl> • w_lght_xxx.mdx <Bifs/items.bif/w_lght_xxx.mdx> Images – used to skin the model in-game (ie they’re what make the blue lightsaber file appear as a blue lightsaber in your game) **Note: Rather than use the Extract button to save these files, you will double click them to open the Image Viewer window. Use the Write File button to extract the file to your save folder. ***Note: In KT open Tools<Options and set the program to automatically convert .tpc files to .tga format. Make sure that Tpc2tga.exe is in the same directory as KT for this to work. ****Note: If there are any “special instructions” in the Image Viewer window, you will need to copy them into a .txt file in your save folder. You will modify the format of this file later. 
iw_sbrcrstl_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_sbrcrstl_xxx.tpc>
iw_lghtsbr_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_lghtsbr_xxx.tpc>-w_lsabre<color>01.tga <ERFs/swpc_tex_tpa.erf/w_lsabreturq01.tpc> Other Files
 *Required* w_lsabre<color>01.txt – You should create this file in your save folder and copy the special instructions from w_lsabre<color>01.tpc into the body of the file. You will change this file later. *Optional* upcrsystals.2da <bifs/2da.bif/upcrystals> - This property table is used to make lightsabers upgradeable in-game. Although optional it is highly recommended that select this option. More details will be available later in this tutorial. How to build your lightsaber: Open GFF Editor and use File<Open to open g_w_sbrcrstlxx.uti. KT has it’s owned GFF Editor, but I’m used to using this one. Please note the following properties: • LocalizedName – this is the display name that the game uses when rendering your item in the gui (ie inventory screen). The # in STRREF box refers to the dialog.tlk file, but not to worry. Change this number to -1 and change Language to 0 and hit Enter. The box below should now be editable. Go ahead and enter a custom name for your crystal if you would like =) • ModelVariation - this number of the saber model. Referring back to our code resource, we see that the game already uses 01-19. You will need to pick a unique number between 20-99. *****Note: be sure that you do not use a number already taken by another mod that you plan on using. • Tag: change the number at the end of this name to the same number that you selected for ModelVariation • TemplateResRef: same steps as Tag
 • Save your file Open GFF Editor and use File<Open to open g_w_lghtsbrxx.uti • Follow the same process for LocalizedName, ModelVariation, Tag, and TemplateResRef as outlined above. It is HIGHLY RECOMMENDED that you create a custom name for your lightsaber. Not only does it help you identify it in your inventory, its fun! ##Note: It is very important that the unique number used for your crystal and the saber is the same (example 99) ####Note: This is also where you would modify the properties of your weapon, but that’s another tutorial. • Save your file Open your Hex editor and use File<Open to open w_lghtsbr_0XX.mdl. • BREATHE! • Use the Text Find function to locate the references to your w_lsabre<color>01 file. I usually look for “01” or the color (“blue, red, turq, etc) to ensure that I find it right away. • Very carefully change the 01 to 02 • There are 4 of these references. Find the other three and change them as well. ##Note: Double Bladed lightsabers will have 8 of these references. ###Note: changing only some of these references will result in a multi colored saber blade • Save your file Rename all of the files in your save folder, except w_lsaber<color>01.tga and w_lsaber<color>01.txt to reflect that model number that you selected. For example: • g_w_lghtsbrXX.uti => g_w_lghtsbr99.uti • g_w_sbrcrstlXX.uti => g_w_sbrcrstl99.uti • w_lghtsbr_0XX.mdl => w_lghtsbr_099.mdl • w_lghtsbr_0XX.mdx => w_lghtsbr_099.mdx • iw_sbrcrstl_XXX.tga => iw_sbrcrstl_099.tga • iw_lghtsbr_XXX.tga => iw_lghtsbr_099.tga Lastly, • Rename w_lsaber<color>01.tga to w_lsaber<color>02.tga (remember we changed the reference in the model using Hex editor) • Rename w_lsaber<color>01.txt to w_lsaber<color>02.txi (note that we changed the file extention here. You will receive an pop-up. Just click through it) All finished! Copy and paste all of these files into C:\Program Files\Lucas Arts\SWKotOR\Override, open your game, and enjoy =)