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Found 363 results

  1. Version 1.0

    1,518 downloads

    Author: Kainzorus Prime Mod Name: Trailer Force Crush sound ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info This mod replaces the bland common force casting sound that was used for Force Crush, with the sequence from the KotOR 2 trailer. The sound begins with usual cast sound, then shifts to choking an opponent, and ends with a forceful bone shattering. The sound is synchronized perfectly with player's casting animation, the choking playing when enemy is lifted of the ground, and crush itself when PC clenches their fist. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= Get Force Crush power by any means you see fit, and listen to the lovely sound of your opponent groaning before their bones pleasantly shatter before your ears. 4. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 5. 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.
  2. Hello everyone! I'm currently working on a re-balance mod for TSL. It is supposed to extend combat time so you actually have time to use different tactics and combos, given that at level 25 fights usually get down to three powers and 1 attack and either you are dead or the enemy. After playing Obsidian's Pillars of Eternity I thought that TSL also has the potential for more fun in combat. That being said the last piece missing is extending the force powers duration. I have little experience in working with Odyssey Engine and none with scripting. I found this awesome mod by cyricc (http://deadlystream.com/forum/files/file/777-increased-force-buff-durations/?st=10#comment_6253) but given that I have no knowledge of orienting myself in TSL script I couldn't get around to modify the k_sp1_generic.ncs file. I was hoping someone might be able to help me with getting around to extend duration of some force powers. Thanks in advance! P.S. In attachment there is decompiled k_sp1_generic.ncs. If anyone could confirm that it's decompiled correctly, that would be a big help.
  3. I was thinking maybe someone out there who mods can make a playable Matilda (The twi'lek in Brotherhood of Shadows) for kotor or tsl, not as a companion, as the main character like you can pick her head from character creations. I know there are other twi'lek mods out there but this is something new.
  4. View File Pazaak Wizard Hi everyone, I'm introducing myself into the modding commiunity by sharing a very simple mod I made. ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by -1. This mod has been made for KotOR 2 : TSL. ############################ # REQUIREMENTS ############################ - Kotor2 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Successfully tested with TSLRCM. ############################ # HOW TO INSTALL ############################ Copy the content of the override folder in the override/ folder of Kotor2. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter aazlm Submitted 03/25/2018 Category Mods TSLRCM Compatible  
  5. Improved Widescreen Experience View File This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version. Submitter clonegizka Submitted 03/06/2016 Category Mods TSLRCM Compatible  
  6. View File Party Leveler TSL Requested by LucyTheAlien. JC2 Presents: The Party Leveler TSL. ``````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party. Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual. Installation: Unzip and run the tslpatcher, should be compatible with every mod out there. Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility. As always, I hope you enjoy! Feedback is always appreciated, regardless of its nature. -JC2 Special thanks to LucyTheAlien for reminding me about the TSLpatcher. Submitter jc2 Submitted 11/11/2017 Category Mods TSLRCM Compatible  
  7. I'm trying to increase height of savegame slot items visible at save\load screen, but their width is inherited from the parent object - the area where they belong, and the height seems to be set somewhere else. So nothing changes when I edit values in their EXTENT property. That's the file saveload_p.gui, the area is 5th STRUCT from the bottom in CONTROLS list, and the slots are PROTOITEM inside it. Using K-GFF. Could this thing be (I hope) not hardcoded, and could this inheritance work because of some settings in the file, so one could disable it? Nothing obvious for me there, I'm afraid...
  8. View File Train The Handmaiden One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg Compatible with TSLRCM Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. If you receive these 2 errors, nothing is wrong. And the installer will continue to patch these 2das as needed. These two errors simply mean that the installer does not need to place these two files in the override folder because they are already there, and will continue patching them correctly. This was put in place in th e unlikely event that your override did not have these two files already within. • Warning: A file named globalcat.2da already exists in the override folder. Skipping file... • Warning: A file named spells.2da already exists in the override folder. Skipping file... See readme for details on how to use. Any feedback, regardless of its nature, is appreciated! Submitter jc2 Submitted 12/17/2017 Category Mods TSLRCM Compatible Yes  
  9. Hello everyone I'm Eterna1Warrior and new to this forum. I just followed some of the tutorials in Deadlystream and started making my own mod: TOR advanced classes-inspired lightsabers. After I edited the color crystal .tga and .uti files, lightsaber .uti and .mdl files, etc., however, when I opened the game and began to test my lightsaber, I encountered problems. First of all, when I was going to equip my lightsaber by clicking it, the game crashed; I have to restart the game. When using workbench to try to examine the upgrade slots, there were no color crystals in the middle slot, and when trying to click that empty slot, game crashed. So, please, experienced mod-makers, help me so I can put my custom-made sabers in good uses.
  10. jc2

    MOD:Mentor Band

    Mentor Band View File JC2 PRESENTS: MENTOR BAND ========================================================================================================== ========================================================================================================== Allows the PC to benefit from Kreia's bonus XP feat known as the "Mentor" feat, without having Kreia in your party. :BONUS XP WITHOUT KREIA: Gives an armband that when activated permanently gives that Party Member the Mentor Feat Install options for Android users TSLPATCHER included Alternately, gives an armband that temporarily gives the user the Mentor Feat. Cheats codes are provided if you want to grab the droid equivalent of the armband. ========================================================================================================== ========================================================================================================== Incompatibilities: None. Compatible with: Skip Peragus, and TSLRCM As always, feedback is appreciated! Anything from I wish it had (blank) to I didn't like (blank) to any kind of positive feedback. CREDITS: Grandy12 came up with the idea and tested out/shared important information. JC2 Deadlystream.com /r kotor community Submitter jc2 Submitted 12/12/2017 Category Mods TSLRCM Compatible Yes  
  11. File Name: Traditional Mandalorian Blades File Submitter: ndix UR File Submitted: 03 Dec 2017 File Category: Mods TSLRCM Compatible: Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Traditional Mandalorian Blades ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for KotOR 2: The Sith Lords This modification adds traditional Mandalorian beskar iron melee weapons, the Beskad and the Kal. The weapons can be found and purchased in-game. The weapons have upgradeable Grip and Edge (because I couldn't figure out how to get just Grip upgradeable, which is what would have made sense to me), but they don't mention upgradeability in the description. If you prefer different bonuses for the weapons, you can use your favorite GFF editor to modify the UTI files that the installer places in your Override folder. I made the models and textures. The textures are 1K in size and relatively simplistic in version 1. The original uncompressed textures, along with UV and AO map overlays, can be found in the Modder's Resource package (it is the same as K1 Modder's Resource package). Thanks to JDub96 for requesting this. Re-distribute or re-use this mod as you like, in full or in part. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMPATIBILITY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The modification is designed for use with TSLRCM. Whether it works without it is unknown. The modification uses model variation 41 of vibroblade and vibrosword. It will not work with other mods that provide w_vbroshort_041 or w_vbroswrd_041. The modification MAY be incompatible with other mods that affect Kex on Dxun (module 403DXN) or the Mandalorian mercenaries on Dantooine (module 605DAN). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPOILERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can find the objects in-game at... 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. Click here to download this file
  12. Hello everyone! New to the forums, but I've been on the site downloading countless works over the years. I've had some mod ideas for KotOR II for years now, but I lack the time and skill to produce something along the lines of quality I've seen from the artists on here. I've decided to make this post for any creators looking for something to make, but aren't sure what they want to do. If anyone wants to use some of these ideas, then please do it! No need to credit me or ask me anything, I just want to shoot out some ideas that I've had for years in hopes of maybe seeing them come up on the downloads page! Without further ado, here are some ideas I have had for mods for the last 5 years: Armor Ideas: Luke Skywalker's Dark Empire Armor- https://i.pinimg.com/originals/ae/d3/e4/aed3e40088585fb73a3ac2f3f454b177.jpg Darth Krayt's Vong Coral Armor- https://i.pinimg.com/736x/6d/94/31/6d943101faff9751a4b7316d3f106e0b--darth-krayt-silence.jpg Jedi Master's Blindfold- Similar to that which Rahm Kota wears in The Force Unleashed. https://vignette.wikia.nocookie.net/starwars/images/4/4b/Blind_Kota.jpg/revision/latest?cb=20090709061639 Blaster Ideas: DL-44 Heavy Blaster Pistol- https://cdnb.artstation.com/p/assets/images/images/004/821/137/large/matt-young-dl44-01.jpg?1486512974 DC-15s Blaster Rifle- https://vignette.wikia.nocookie.net/starwars/images/b/bb/Dva0516.jpg/revision/latest/scale-to-width-down/350?cb=20080525151615 Bryar Blaster Pistol- https://vignette1.wikia.nocookie.net/battlefront/images/7/7b/Erik-rading-swbf-erikrading-bryarpistol-resized.jpg/revision/latest?cb=20170103145331 Tenloss Disruptor Rifle- http://www.jediknight.net/images/jediacademy/weap_04.jpg Lightsaber Hilts: Kol Skywalker's lightsaber- https://vignette.wikia.nocookie.net/starwars/images/4/40/Cade_saber.jpg/revision/latest/scale-to-width-down/350?cb=20100318152901 Ven Zallow's Lightsaber- https://i.pinimg.com/originals/a0/29/0d/a0290dbc8a9d498019c9298caa1814ba.jpg Darth Krayt's Lightsaber- https://static.comicvine.com/uploads/original/2/25052/795590-krayt_saber.jpg Kanan Jarrus's Lightsaber- https://cdn.thingiverse.com/renders/bb/22/2d/f9/dd/ce45cc852afc110d7ed8bf74d156965b_preview_featured.jpg Sorry for the length, but I hope someone finds these suggestions interesting in case they're looking for an idea!
  13. So I posted something similar yesterday, but I decided to move the request/ideas over to here for better attention. I have a few mod ideas for TSL that have been in my head for several years now, and I thought that I would list them out here in case anyone was interested in tackling one of the projects. Either because you want to help out a mod enthusiast who can't model nor code, or (with my original intention) give someone an idea for a mod when they have writer's block (modder's block?) with ideas. Maybe one day some of these could be incorporated into TSL. Luke Skywalker Dark Empire Armor- https://static.comicvine.com/uploads/original/11111/111113706/5139669-1860602312-latest Kol Skywalker's Lightsaber- https://vignette.wikia.nocookie.net/starwars/images/4/40/Cade_saber.jpg/revision/latest?cb=20100318152901 Anakin Skywalker AOTC Lightsaber- https://vignette3.wikia.nocookie.net/starwars/images/d/d4/Anakin_Skywalkers_first_lightsaber_-_SW_Card_Trader.png/revision/latest?cb=20160709211740 (I know that this saber is included in USM, but because USM is incompatible with TSLRCM it makes it difficult to play with said saber. Not to mention that model for that mod is somewhat outdated now.) SWTOR Starting Lightsaber/Gladius- http://jedi.well-of-souls.com/images/ancient_lightsaber.jpg Brown Hair and Beard re-skin of PMHC06- https://staticdelivery.nexusmods.com/mods/198/images/79331_1.jpg (I'm aware that a mod like this already exists, but I'm specifically looking for something that does the exact same thing only with brown hair and beard) HD Bastila Head, TSL- https://vignette.wikia.nocookie.net/starwars/images/d/d9/Bastila_render.jpg/revision/latest?cb=20091106042633 (This has been done many times for Kotor 1, but I've never found one for TSL. It's a shame too, because there are a lot of mods that use the Bastila head for the PC and it would be cool to see those textures updated like those for other PC heads.) I hope someone likes some of the ideas on here! I would love to see any of these show up on the Download page one day. I should note that the most advanced modding I can do is using KSE or porting basic models from Kotor 1 to Kotor 2, so my ability to create any of these ideas is sadly out of the question... I'm just an amateur and an enthusiast!
  14. View File Dark Robes for Atris There were lots of discussions and disputes about whether Atris should or shouldn't play bigger role in TSL, care the mantle of Lord of Betrayal or not, and if her dark appearance was essential or completely out of place. In my point of view, the change of her look in the final confrontation would be very symbolic, accentuating her corruption and conscious act of betrayal. So I've threw together this simple mod for personal use, but decided to share it with those who would be interested in facing Atris as "Darth Traya". Enjoy To install: Copy "262tel.mod" from mod directory to Modules folder in the TSLRCM directory (for Steam version - in TSLRCM workshop folder) and confirm the replacement.. To uninstall: Replace modded file with "262tel.mod" from Backup folder found in mod's directory. Credits: - Credit for the base .mod file this mod was based upon goes to creators of TSLRCM. - Dark Atris' robes are present in the original TSL files, so in certain way It's a restoration, and credit for them goes to TSL developer team. Submitter Darth_Delator Submitted 10/30/2016 Category Mods TSLRCM Compatible  
  15. ______________________________________________________________ This mod is still in ALPHA! There won't be a public playable version until BETA. Currently, me, N-DReW25 and Quanon. (reskinning, repropping, and making some new modules) Pre-Alpha - Concept Alpha - W.I.P Beta - Ready for testing 1.0 - Full release Pre-Alpha to Alpha transition goals: * Write an actual story for the new complex and for the changes. (and get feedback) (began working on it, and it's partially done) * Find good ideas and add them to the TO DO list. (Suggestions are still welcome, but when this mods hits BETA, suggestions won't be necessary, only testers!) * Have Poll 1 completed. (Min 5 votes!) * Get modules reskinned and ready to edit. (Quanon's going to start reskinning them soon... I think... I hope... I don't know.) * Get tehnical help. (AT LEAST 1 EXPERIENCED MODDER!!) (Quanon,N-DReW25, SuperSzym) Alpha to Beta transition goals: - Finish the mod. - Get some testers when it's ready. ___________________ Even if I'm not an experienced modder, I always wanted to try to make KotOR feel more immersive and expand it. Now, I can finally do that for Nar Shaddaa. You see, even if the game engine is rather limited, I always thought that Nar Shaddaa isn't as big as it should be. In SWTOR, it's rather big and immersive, in KotOR... Not so much. And I know, SWTOR is much, much newer, but even in the Jedi Knights series, Nar Shaddaa feels like it should be: A big city, like Coruscant, but it's lawless and darker. Anyways, back to KotOR - other areas, like Dxun, Telos, Korriban, are as big as they should be. Plus, they have that atmosphere, that all their other appearances also have. But Nar Shaddaa is dull... For now! (Overview taken from GameBanshee, lots of thanks for having in-depth game walkthroughs!) Now, looking at the overview of the Nar Shaddaa Refugee Sector, it's big, and leads to other parts of Nar Shaddaa: Refugee Docks, Cantina and Pazaak room, and the Refugee living quarters. Now, the 17th place on the map is an empty room, where some thugs attack a Twi'lek. And I don't think this area would've been better if the game would've been completed. I think, by putting the cutscene outside, this room could become a Merchant Quarter, filled with chests and vendors! Then. we have the 16th place on the map, the cut TSLRCM cantina. I think the mod is going to have to depend on TSLRCM for A LOT of things, so remaking the cantina a bit is going to be ok. Possibly some new NPC's and a bartender. _______________________________________________________________________________ Nar Shaddaa Refugee Sector Expansion areas: - Old Promenade (30% progress) - Hutt's Hideout Club (30% progress) - Old Promenade Entertainment Center (Old Entertaiment Module) (Taki17's idea, thanks!) (I'll use its entrance for the new Nar Shaddaa part) (From Vanilla Game) - Landing Pad Restored Cantina (65% progress) - Merchant Quarter (Landing Pad Empty Room) (0% progress) - Dock Offices? (Fassa's office? Ship shop? Suggestions are appreciated! (0% progress) This is all I have planned for now, help will be appreciated! People that can gelp me with writing some new story elements and help me with the tehnical stuff are needed! Poll 1 closed! Results: 1. Add an Old Promenade north? Most people say YES. 2. Total cantinas? 2 3. Total casinos? 1 4. GenoHaradan knowledge? Some people know the name, not all though. 5. Merchant quarters? 2 in total. Conclusion: People want an Old Promenade north, but they don't want cantinas, casinos or merchant quarters. I can't make an empty area just for the sake of making a new area. You can come up with suggestions! And the GenoHaradans are just a name for some refugees, they don't know who they are, where they are, or anything of that nature. Contact: Steam: Qyzen_Hunter Skype: whyp.gamer05
  16. Ice Eclipse power textures View File These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. Submitter Alan The Magic Goose Submitted 08/27/2017 Category Skins TSLRCM Compatible  
  17. Hi everyone ! I'm new to the TSL modding party and I just joined this forum. Actually, I tried my hand at modding on KotOR last year with a simple head retexture followed by a much tougher seamlessly implemented custom lightsaber mod (that I thought I could maybe share online). I struggled a lot with this one and Deadly Stream forums, amongst others, were of a priceless help and I 'd like to thank you all for that. This time around is no different but despite all the infos I could find on the matter, I still could not solve my problem. So, right after beating KotOR for the second time last month, I decided to play through TSL too once again. So I dived head first into the creation of a main player head mod. I picked one that I liked in the TSL roster (i.e. PMHA05), extracted the model with Kotor Tool, imported it into 3ds Max, modified its geometry and corrected the skin weights to match those of the unmodified model. After that, I exported the model to test it in game, only to find out that, in the character selection screen, the modded head did not feature any facial animation. I then launched a new game to further test it, and there was indeed no facial animation playing at all. I came back to the max file, and saw that the aurorabase modifier wasn't featuring any animations in the animations list... And I discovered that in fact none of the head models contained animations. So I began my searches and came across numerous interesting threads on Deadly Streams: JCarter426's one called " Ripping heads from a full body model " (http://deadlystream.com/forum/topic/4507-ripping-heads-from-a-full-body-model/) in particular gave me some great insights about this problem and had me hope for a providential solution in a piece of software he calls " Head Fixer " in the thread that I've unfortunately been unable to find anywhere. This program would allow me to recover the animation back to the modded file. I also found a thread mentioning " Taira's Replacer " as a mean to get the animations back to the modded file. The only caveat to this method being that this utility doesn't allow for any vertex count change, however I have already been adding vertice to add resolution to the mesh and get a nicer silhouette, and I'd like to keep those modifications if possible. Being unsuccessfully experimenting and fiddling with the NWmax plugin, MDL Ops and even hex editing, I find myself out of ideas now... That's why I decided to go seek help directly here. So, do you guys have any thought on this ? Do you know of any way to recover the animations ? I'd be really grateful to JCarter426 or any of you guys if you could maybe give me a link to this " Head Fixer " program... In any case, thanks a lot for your attention !
  18. View File Azgath N'Dul's Tomb Patch Kemar Elim will now appear on Onderon after you arrive back there the second time, enabling the completion of the sidequest. He's out of the way of the soldiers, so you may have to search a little to find him. Also, be warned that you can _only_ start the quest the first time you go to Onderon. If you try to do so the second time, he won't speak to you. I've also cleaned things up with the holocron in the tomb a bit, so that it's less...messy. Hopefully, this will eliminate any errors. Submitter InSidious Submitted 02/24/2014 Category Mods TSLRCM Compatible  
  19. So if folks are wondering on how I do this portrait rendering, here follows a quick and dirty run down: The place to start is a tutorial I made some time back, as part of a lightmap tutorial. This part deals about setting up the render engine and lighting: http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf I'll now list a few extra tweaks I found that improved the look of the portraits, since the above mentioned tutorial deals more with lighting an area instead of a character. A first note/change: When reading the tutorial, pause at the step where you switch 'on" Global Illumination (Step 2 on the screenshot) ;-) There is a small box called Multiplier, it has a value of 1,0. You can enter 5,0 in there. Below that is Maximum Photons per sample; this is set to 500. Jack it up to 40.000. Keep following the instructions about how to setup the lights and other bits. Nothing changes there. Next use MDLops to compile your model to ASCII. Use NWmax to import. To setup a good shot of the character: 1. First, make a big box that surrounds the model. 2. Turn the box into an Editable Poly (for example, the right-click menu has "Convert To..."->"Editable Poly"). 3. Chamfer the ceiling and floor edges in the back. 4. Delete the front and sides of the box. 5. Change the selection to "Select by Element" and click on the box. 6. Then use the Flip button. Now all of the faces face inwards. 7. With all the faces still selected, scroll down to smoothing options. Click on autosmooth. Deselect the faces. Now you can open the Material editor (M-key). Change any slot from the Standard material to Arch&Design. In the options of this material, there is a drop down list. Pick 'Pearl Finish'. Apply this material to the chamfer 'box' background. Add in some lights (3 to 4 lights works best). 3 to 4 spotlights work best; only one of them casts shadows. Depending on the model, Shadowmap ( soft-edged shadows) or RayTraced Shadows ( hard crisp edges) work best for your render. Example screenshots for the spotlights: This is how my scene looks like: View of the material thingy I talked about: Getting the shot: 1. Select any viewport, just click on it. 2. Hit the P-key to change it to an Perspective 3D view. Move around the view until you get the view/shot/look of the character you want. 3. Hit Ctrl+C to create a camera, followed by Shift+F. This will set the Safe Frame. The view port now has the same size and dimensions as what your rendered image will be. If that is set at 800x600, the view will now look like that. If it is set at 1024x1024, the viewport will now be square. You can further tweak the camera, even move it around in the other viewports. You'll see the changes in the 3D viewport instantly. To get the same camera setup I used (to get a look that closely resembles the game portraits), set the camera like this: Lens: 43 - 44 ( a value in between) FOV: 45.00 These are the only options you will need to tweak a little sometimes. It depends on the pose and look of the character. Notice that in the example screenshots of my scenes, the camera is really close to the character. Example screenshots: Remember, just like the meshes, you can move the camera object and it's target with the move and rotate tool. Like this you can really capture the perfect shot. For the skins of the character I just use the Standard material (all of the character textures will be in at least one slot in the Material Editor, though a different one than the one we used earlier). I drop the skin into the Diffuse slot, as well as the Spec Color, Spec level, Glossiness, and Bump slots. Then I can play around with the specular values and the glossiness. For human skin I mostly go for Spec 55 and Gloss 35. For the Bump slot, I scale back to 15 or 5. After all of this, you can render a shot using the Render menu. Notes: You can play around with the values, it just depends on what you want. Just experiment, do lots of little test renders. Best at 512x512 for example. Quick to do and you get a good idea on how the end result looks like.
  20. InSidious

    New UI

    File Name: New UI File Submitter: InSidious File Submitted: 28 May 2017 File Category: Mods TSLRCM Compatible: Yes From the readme: Description This mod replaces some of the elements in the user interface (UI) with new versions. This mainly affects the combat UI, but some elements (like the health and force bars) are shared across multiple screens. The item bars and powers menus have new boxes, the combat and selection reticles have been replaced with more minimal versions, and a number of arrows have been replaced with a different style. The overall aim ahs been to imitate the style of the Designers Republic (http://www.thedesignersrepublic.com/), and their work, particularly on the Wipeout PlayStation franchise. Eventually, I may replace the whole UI, but this is it for now. NB: This mod has only really been tested on the widescreen, Steam version of the game. The elements may look different on other versions and at different resolutions. Installation Just drop the files into your Override folder. Uninstallation Take them out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks To: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Fair Strides, for feedback on a previous WIP of this mod; DeadlyStream in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this Click here to download this file
  21. Hi guys, I haven't played KotOR or TSL in years! Now I'd like to start again. To my delight I find that there is a still striving modding community. So, I'd like to ask your help in choosing the essential mods for the best possible KotOR/TSL experience. A bit more about my background: I came to KotOR late and played it in 2008 for the first time in it's vanilla state. Needless to say, I loved it! So, I bought TSL on ebay and started playing. I was soon hooked. The writing is so incredible and I was blown away by Kreia and (having played as the perfect good guy all throughout KotOR) saw myself forced (or tricked) into accepting dark side points. About one fourth into the game, however, I heard from a friend that TSL is a rushed game and incomplete, especially towards the end. I did a bit of research and discovered the modding community and realized that there are mods in the making for restoring some of the cut content. Being overwhelmed by all the different mods people created, I stopped playing TSL. Also, I wanted to have a decent restored content mod and these seemed to be still unfinished back then. So, sadly, for many years I didn't touch TSL because I wanted to have the best possible experience or none at all (for now at least). This week I came across KotOR/TSL on Steam. I longed for playing them again and to finally play through TSL. So, the last few days I researched what the modding community has been up to in all these years. Now, there seems so to be this all-round care free package TSLRCM. I thought about just taking that and start playing. But since I love these games so much, I'd really, really like to have the best possible experience. Problem is: Now I am employed and have a family. I don't have this kind of time anymore to get into modding to find out which mods I want exactly. It's difficult enough for me now to even find the time for playing. So please help me out! I'd like to have your suggestions for mods that would enhance/enrich the TSL experience without changing the game too much. Perhaps I will be interested in the more crazier and gamechanging mods when I'm through with the game. And by the way: since I didn't finish TSL yet, please be wary of spoilers. I'd also appreciate suggestions for KotOR I. Although I liked the game as it was, perhaps there are also some must-have mods that you would recommend? And one last thing: On what systems do you play KotOR/TSL? I remember having a lot of trouble with game crashes. I even intalled WindowsXP again to make it more playable. How is it today? Does the Steam version work on Win7? Thank you so much for any suggestions! - Kazebu
  22. Edit: I guess I need to do more reading and less jumping around asking questions, since by looking at the support topics on the download pages I can plainly see if they have TSLRCM compatibility or not. I rushed into TSL when I got it recently (haven’t played in 2 years, haven’t finished in 10) and installed a bunch of mods I found on reddit. During my playthrough I began discovering tons of other great mods on this site and wanted to know what kind of compatibility issues I’d run into with the ones not listed by Snigaroo. I’m working with a fresh install and TSLRCM 1.8.5 Any information you have regarding the compatibility between the mods in the Unknown Compatibility category and Known to be Compatible categories, and incompatibilities between one mod or the other in either category, will be greatly appreciated. Known to be Compatible from Snigaroo TSLRCM 1.8.5 Extended Enclave TSLRCM Tweak Pack HK 50, HK 51 Reskin Dark Harbinger Kill the Ithorian Kinrath Egg Drop Thorium Charge Mod Workbench Crystal Attunements Prestige Save Fixes New Mandalorian Banner Fix Mandalorian Worn Out Armor Choose Mira or Hanharr Extended Korriban Arrival Peragus Sith Troops to Sith Assassins Sith Assassins - With Lightsabers Bao Dur/Darth Maul Power Cost Correction Improved AI Unknown Compatibility *reported as compatible TSL Improved Party Outfits OR Unique Upgradeable Clothes - which one should I get? Are both compatible together? The former looks like it would be a bit unbalanced in the early parts of the game, while the latter is limited to Atton and Mira. Invisible Head Gear* Ultimate Personal Items – this will go great with Sith Assassins with Lightsabers, considering it gives you lightsabers…but does it take away something from the essential experience (of waiting to build your own saber and playing with guns or melee weapons for a while)? Full Jedi Council* Implant Feat Restoration 1.0* Effects Log 1.0* Upgrade Items Description 1.0.6 Remove Force Alignment Restrictions – Robes Remove Restrictions for Force Powers by Armor 1.0
  23. Hi Everyone I found some apparently unused code in Kotor 2's File's it looks like code for a multiplayer mode, it's in the swplayer.ini File here is the code. [server Options] Game Type=0 Server Name=Server Max Players=16 [server Options] Server Name=Server [server Options] Game Type=0
  24. InSidious

    Flash G0T0

    174 downloads

    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.
  25. Implant Feat Restoration View File A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 19.03.2017 Release Date 1.1: 7.09.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: Remove or Delete all the files with the "e_imp1_01.uti" all the way to "e_imp4_10.uti" (There are at least 30 of those so they aren't listed here) When the TSLPatcher installs the mod correctly it generates a backups folder within the Implant Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "baseitems.2da" and "feat.2da" to the override folder overriding the Implant Feat Restoration files If you have any problems be sure to contact me for support Description: Kotor 2 is known for a ton of cut content. The TSLRCM restores most of that content but there were some they left behind due to it being not restorable or not necessary. However if you have sharp eyes you might notice the Implant Feat is unavailable. This is likely intentional by Obsidian as the Implants in game require a certain level of constitution in order to use them. This is all well and good until you realize you will have to abandon other stats completely for constitution in order to get good implants. This mod changes it so that you now require a certain implant feat to wear certain implants. There are three tiers of implants so 3 to 5 level ups should be enough to get max implants whereas before you'd need at least 6 to 11 to get max implants Currently, only Hanhar and Mira have the feats. If you want your main character to have the feats you must give it to them on the level up screen (Since you cannot play as a scout you cannot get implants for free) Also, ALL implants will require this new feat instead of the constitution. This means there is a low chance of an NPC having no implant since it doesn't have the new feat and cannot use it's implant. This is mostly a good thing as it will make the enemy slightly easier Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: The TSLPatcher will make it compatible with nearly any mod...but if you do find an incompatible mod please alert me so I can put it in the readme Incompatible with Sireyn's Kotor 2 Implant Rebalance Permissions: Do NOT claim credit for this mod and do not use it in your own mods without my permission Thanks: Bioware for such an amazing game, Stoffee for TSLPatcher, Fred Tetra for Kotor Tool, Fair Strides for helping me get the Feat to appear on the character creation screen 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. Submitter N-DReW25 Submitted 03/19/2017 Category Mods TSLRCM Compatible