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Found 35 results

  1. Frykas

    TSL Tactical Combat Mod

    Version v1.0

    141 downloads

    <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best!
  2. Frykas

    MOD:TSL Tactical Combat Mod

    View File TSL Tactical Combat Mod As stated below, any help in modifying k_sp1_generic.ncs would be most welcome! Also I have exams coming up so I will be unable to update for a while but as this mod requires starting new game, in that time any feedback would be great! <<<TSL Tactical Combat Mod>>> v0.5 (first release) by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Two files changed are classes.2da and autobalance.2da, autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force points gain doesn't work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality points directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your play-through. This mod should work with any other mod that doesn't change those two files: Classes.2da, Autobalance.2da <<Install>> Drop files to Override (who doesn't like that? ) <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da and Autobalance.2da from Override folder) <<Future changes>> -A lot more testing and figuring out the perfect balance -Extending force buffs (i found some cool mods that address that but as for now I feel they both add a little too much so I'll try to figure this out on my own and add this in next update) -If you have an idea for more changes or would like to help with this (the latter would be most welcome as I know next to nothing about scripting) leave a comment or PM me. All the best! Submitter Frykas Submitted 05/05/2018 Category Mods TSLRCM Compatible Yes  
  3. Frykas

    Tactical Combat Mod

    Hello all. Last year I started my work on this mod. It is in no way finnished but work became a hustle so I had to leave it for a year. Now I wanted to go back but outright, my biggest problem is that I can't at all and don't know how to get any of it to work. TCM was suposed to extend combat duration and opan a venue for real tactic like combat and make feats like: attacking enemy with a team member (can't remember the name of it) bonus make actual sense to pick. That means that damage outputs or health reserves had to be adjusted but also that force power durations had to be extended. That's where scripting comes in. The file that needs to be modified is k_sp1_generic.ncs as I've seen done in two other mods which I would like to just recomend but nither of them is balanced enough for what I want to do with this mod (still very cool mods). Another thing is the five "sets" that encompass level-gain to determine when to increase enemy levels and all that. Editing the values is easy but nowhere can I fing information on which level you go from set 1 to set 2. And that is it for now other than simply people to give me some feedback. So, two things I desperately need help with: 1. Some good soul to explain as to a dummy how to edit k_sp1_generic.ncs 2. How to find and maybe modify enemy autobalance "sets" (shown in kotor tool) Really hoping someone would help. Thanks in advance. And as always, all best!
  4. InSidious

    Hi-Res Beam Effects

    Version 2.0

    14,718 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  5. KUyTh

    TSLRCM Dialog Overhaul

    Version (2nd Revision)

    530 downloads

    Description of "TSLRCM Dialog Overhaul": This modification strives to correct the most noticeable errors and inconsistencies found in the dialog.tlk file of The Sith Lords Restored Content Mod (TSLRCM). The majority of the alterations are based on modern corpora, mainly affecting written speech as well as menu screens, without changing their original meanings. Some lines underwent slightly advanced changes in order to be in line with their corresponding voice-over references while some others were changed to further add context to specific situations. As this modification was originally meant for personal use only, you will also find some of my attempts at revamping the punctuation of multiple dialog lines to create a more coherent reading experience in accordance to the sound references. That includes the removal of hesitations and interruptions that are not reflected in speech. In its current state, this modification doesn't fix description errors regarding item effects and character building. For full details on the changes, please refer to the included "changes.txt" file. Due to the sheer size of the dialogue script, there is a strong possibility that errors have been overlooked in the editing process. Feel free to report cases of potential overcorrection as well. Feedback is always dearly appreciated (on Deadly Stream via private message or comment on the mod's support page). Installation: TSLRCM 1.8.5 is required. Replace the dialog.tlk file located in your game's main directory with the one from the "overhaul" folder in order to apply the modification. Certain changes may only occur upon starting a new game. In case you may want to revert the changes, just copy the included original TSLRCM dialog.tlk into the game directory. Contributors: - ndix UR Special thanks to: - LucasArts, BioWare and Obsidian Entertainment, for spawning the Knights of the Old Republic series - Deadly Stream, for providing a great community platform for Star Wars: Knights of the Old Republic fans - Those who put their combined efforts into TSLRCM and turned it into an essential piece of restoration for today's fans of the KotOR series and generations to come - Salk, whose "KotOR Dialogue Fixes" served as a major inspiration - stoffe, for their invaluable "TalkEd" tool - Fair Strides, for their handy "TLK Converter"
  6. Ashton Scorpius

    TSL Ebon Hawk Downloadable Map

    Version 1.2.0

    209 downloads

    This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. The idea for it stems from my annoyance at blocked off corners within the ship that prevent you from completely filling out the map on your own. The Ebon Hawk's map is full by default in the original KOTOR, so this also aims to keep that element of consistency. I made the map downloadable from the Ebon Hawk's Security System with respect to how the Information Terminals in Telos Citadel Station allow you to download area maps. I also adjusted the Ebon Hawk's interior maps by adding background stars to make them look less bland. This affects the regular map & prologue map. Installation To install this mod, copy the files from the "Override" folder & paste them in the Override folder located in your game's directory. To uninstall this mod, delete the files from the override folder in your game's directory. The map will not reset after uninstallation (it'll still appear full in affected saves). How to Use To download the Ebon Hawk's map, access the Security System located in the ship's Communications room. Select "Download Ebon Hawk map." from the list then log out. The map will now be completely full & the download option will no longer be available. Note that the prologue sequence defaults the Ebon Hawk's map to full & this mod doesn't change that. Compatibility This mod should be fully compatible with anything else as long as it doesn't override secsys.dlg. As of version 1.2.0, this mod now supports all language variants of the game. The added dialogue is still in English, though translations may be added in the future. Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor The GIMP Team, GIMP Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Feel free to message me on here or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you'd like to use my files as a part of an external work, please reach out to me beforehand. If I give you permission, just make sure to give the proper crediting.
  7. Ashton Scorpius

    TSL Twi'lek Male 3D Ears

    Version 1.2.1

    110 downloads

    This mod adds proper ears to male Twi'lek heads in KOTOR II. In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete twilek_m.mdl & twilek_m.mdx files from your game's Override folder. Compatibility & Known Issues This mod won't be compatible with anything that overrides the same files. Any Twi'lek male retextures should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.
  8. Is there any way to reset Characters? I have a little trouble on Nar Shadaa where I should sell T3 to Kodin but since I threatened him, he won't talk to me any more and I can't progress in the Story of Voggas Warehouse. It's bugging me for a while and I can't find any Solution online or within the Game itself. So I decided to ask here. I already searched for Kodin in the Character Editor of the KOTOR Tool but couldn't find any Settings for that particular kind of Action. If this isn't possible it would also be fine to restart Nar Shadaa entirely since I'm not that far in and might that be possible without a previous safe? I hope my request is reasonable and the Problem somewhat fixable, Thanks a lot in advance!
  9. Ashton Scorpius

    MOD:TSL Twi'lek Male 3D Ears

    View File TSL Twi'lek Male 3D Ears This mod adds proper ears to male Twi'lek heads in KOTOR II. In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete twilek_m.mdl & twilek_m.mdx files from your game's Override folder. Compatibility & Known Issues This mod won't be compatible with anything that overrides the same files. Any Twi'lek male retextures should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting. Submitter Ashton Scorpius Submitted 01/19/2019 Category Mods TSLRCM Compatible Yes  
  10. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far i managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial i would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! *Updates will be posted to this thread as they come! This post will also be updated as well.
  11. Ashton Scorpius

    MOD:TSL Ebon Hawk Downloadable Map

    View File TSL Ebon Hawk Downloadable Map This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. The idea for it stems from my annoyance at blocked off corners within the ship that prevent you from completely filling out the map on your own. The Ebon Hawk's map is full by default in the original KOTOR, so this also aims to keep that element of consistency. I made the map downloadable from the Ebon Hawk's Security System with respect to how the Information Terminals in Telos Citadel Station allow you to download area maps. I also adjusted the Ebon Hawk's interior maps by adding background stars to make them look less bland. This affects the regular map & prologue map. Installation To install this mod, copy the files from the "Override" folder & paste them in the Override folder located in your game's directory. To uninstall this mod, delete the files from the override folder in your game's directory. The map will not reset after uninstallation (it'll still appear full). If you truly desire to reset the map, ask a KSE expert for help. How to Use To download the Ebon Hawk's map, access the Security System located in the ship's Communications room. Select "Download Ebon Hawk map." from the list then log out. The map will now be completely full & the download option will no longer be available. Note that the prologue sequence defaults the Ebon Hawk's map to full & this mod doesn't change that. Compatibility This mod should be fully compatible with anything else as long as it doesn't override secsys.dlg. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool tk102, DLG Editor The GIMP Team, GIMP Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Feel free to message me on here or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you'd like to use my files as a part of an external work, please reach out to me beforehand. As long as I don't say no, you can use them as you'd like. Just make sure to give the proper crediting. Submitter Ashton Scorpius Submitted 11/19/2018 Category Mods TSLRCM Compatible Yes  
  12. InSidious

    Azgath N'Dul's Tomb

    Version 2.0

    4,282 downloads

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
  13. InSidious

    Azgath N'Dul's Tomb Patch

    Version 2.2

    1,788 downloads

    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.
  14. Alan The Magic Goose

    Ice Eclipse power textures

    Version 1.03

    345 downloads

    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.
  15. Version 1.1

    733 downloads

    A program to generate a character at random to play with in Kotor 1 and Kotor 2
  16. Vasilii Zaytsev

    Improved Peragus Asteroid Fields

    Version 1.2

    11,755 downloads

    ==================================================================== STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION ==================================================================== --------------------------------------------- AUTHOR: VasiliiZaytsev (aka RenegadeSniper7) CONTACT: RenegadeSniper7 on LucasForums.com or vasilii.zaytsev@outlook.com MOD NAME: Improved Peragus Asteroid Fields VERSION: 1.2 DATE: July 22nd, 2015 --------------------------------------------- /*v1.2 CHANGELOG:*/ - Fixed an issue where an asteroid at the top of the asteroid field would be noticeably cut off as the field shifted up and down. --------------------------------------------- /*v1.1 CHANGELOG:*/ - Fixed a bug where the top and bottom of the texture was being slightly cut off in-game as the field oscillated up and down, causing a few asteroids to visibly slide in and out of existence. A "buffer zone" of empty space has been added to the top and bottom of the replacement textures to prevent this issue from happening. - Improved the placement of asteroids within the texture to produce a more realistic look. --------------------------------------------- DESCRIPTION: This is my first mod, and it's an extremely basic one. It takes the default 2D asteroid field texture used in the Peragus asteroid fields in the tutorial/prologue and outside of the Ebon Hawk hangar bay, and replaces them with much nicer ones. While it isn't perfect, I feel that it's a vast improvement over the eyesores that were the default textures. See the included screenshots to see the default textures vs. mine. NOTE: This DOES NOT replace the texture(s) of the individual free-floating 3D asteroids around Peragus, only the asteroid field textures. INSTALLATION: Copy and paste the "EBO_Astr.tga" and "PER_As02.tga" files to your KotOR II override folder. UNINSTALLATION: Remove the aforementioned files from your override folder. PERMISSIONS: If you want to use this mod as part of your own, that's fine. Just credit me as "VasiliiZaytsev/RenegadeSniper7." And if you do use my mod in yours, feel free to let me know by PMing me on LucasForums! I'd be interested to see what you're working on.
  17. 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.
  18. KUyTh

    MOD:TSLRCM Dialog Overhaul

    View File TSLRCM Dialog Overhaul Description: This modification strives to correct the most noticeable errors and inconsistencies found in the dialog.tlk file of The Sith Lords Restored Content Mod (TSLRCM). The majority of alterations are based on modern corpora, mainly affecting written speech as well as menu screens in the game, without changing their original meanings. Some lines underwent slightly advanced changes in order to be in line with their corresponding voice-over references while some others were changed to further add context to specific situations (Example: Lasavvou will now mention his name during conversation). As this modification was originally meant for personal use only, you will also find some of my early attempts at revamping the punctuation of multiple dialog lines to create a more coherent reading experience in accordance to the sound references. That includes the removal of hesitations and interruptions that are not reflected in speech. For full details on the changes, please refer to the included "Changes.txt" file. Due to the sheer size of the dialogue script, there is a strong possibility that errors have been overlooked in the editing process. Feel free to report "overcorrection" as well, as the changes made with this modification are highly subjective. Feedback is always dearly appreciated (on Deadly Stream via private message or comment on the mod's support page). Installation: TSLRCM 1.8.5 is required. Replace the dialog.tlk file located in your game's main directory with the one from the "overhaul" folder in order to apply the modification. Certain changes may only occur upon starting a new game. In case you may want to revert the changes, just copy the included original TSLRCM dialog.tlk into the game directory. Contributors: - ndix UR Special thanks to: - LucasArts, BioWare and Obsidian Entertainment, for spawning the Knights of the Old Republic series - Deadly Stream, for providing a great community platform for Star Wars: Knights of the Old Republic fans - Those who put their combined efforts into TSLRCM and turned it into an essential piece of restoration for today's fans of the KotOR series and generations to come - Salk, whose "KotOR Dialogue Fixes" served as a major inspiration - stoffe, for their invaluable "TalkEd" tool - Fair Strides, for their handy "TLK Converter" Submitter KUyTh Submitted 02/20/2018 Category Mods TSLRCM Compatible  
  19. Schizo

    Alien Mods

    I almost always do alien playthroughs in kotor I and II--I just think it's more interesting. Playing as an alien works much better in the first game than it does in the second one, however. Both games have some pretty awesome mods that let you look like an alien, but there are a few mods that only exist for kotor I (as far as I'm aware) that kotor II could really use. One of them is a sounsets mod, which allows you to go into KSE and replace the default soundset with an alien one. The second one is Alien DLG Correction, which replaces the word 'human' in dialogue with an alien species of your choosing (I think they have around 4 options, if I remember correctly). I've made a few attempts at both of these, but they have been unsuccessful thus far--I'm pretty inept when it comes to modding this game. How difficult do you think making mods like these is? If it isn't too insanely difficult, I'll keep trying, but if it's pretty hard I may as well not. If you want a reference for my skill at modding this game... just take that of a 3 year old child, and there you go... ¯\_(ツ)_/¯
  20. Alan The Magic Goose

    Download:Ice Eclipse power textures

    http://deadlystream.com/forum/files/file/1143-ice-eclipse-power-textures/# File Name: Ice Eclipse power textures File Submitter: Alan The Magic Goose File Submitted: 27 Aug 2017 File Category: Skins TSLRCM Compatible: Yes Changes the effects for Scream, Fire, Poison, Smoke, Blaster bolts, explosions, beams and lightning. A few additional textures are included as well. 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. Click here to download this file: http://deadlystream.com/forum/files/file/1143-ice-eclipse-power-textures/#
  21. InSidious

    Azgath N'Dul's Tomb Patch

    File Name: Azgath N'Dul's Tomb Patch File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Mods TSLRCM Compatible: Yes 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. Click here to download this file
  22. Totalpranny

    Bearded head for KOTOR II

    Hello everyone! I'm about to play KOTOR II again and would like a minor modification on my favourite male Exile head, the long-haired latino male filed as PMHH01: To make him look more like a grizzled veteran who's been out of it for years, I'd like to add a full beard to his face. Could anyone be kind enough to make such a mod for me? Otherwise, I would be glad to follow instructions on how to do so, though I must clarify that my version of the game came in a special "Collection" box featuring both KOTOR games so the Kotor Tool does not work. Many thanks in advance!
  23. File Name: Knights of the Old Republic Character Generator File Submitter: Animal File Submitted: 03 Jun 2016 File Category: Modding Tools A program to generate a character at random to play with in Kotor 1 and Kotor 2 Click here to download this file
  24. Sith Holocron asked me to repost my old 2013 tutorial on this subject from LucasForums here, which you may have seen before, either in its original form or in the helpful video forms made by Xuul (if you have difficulty understanding any of the steps here, I recommend seeking those videos out). This method was originally discovered and posted for KotOR II, but works for KotOR I as well. Here is the guide, with some minor changes: --- The ability to run the KotOR games in custom resolutions has existed for many years now. Personally, I have patched KotOR I and II to run in a 1920x1080 widescreen resolution (and KotOR II now supports higher resolutions by default after the Aspyr patch), and many other people have done the same, with various resolutions. However, despite these patches, no matter what resolution the game is patched to run in, the games' .bik movies do not run in the patched resolution. They merely upscale to fit the width of the screen. For KotOR II, which was the original subject of this guide, the vanilla non-HQ movies play in an awful 640x272 and upscale from there, maintaining the 640x272 aspect ratio of ~2.353:1 until they are the width of the screen, with ugly black bars on the top and bottom of the movies. In late 2012, in this LucasForums thread, I pieced together the method to getting KotOR II to run the .bik movies in different resolutions -- in my case, 1920x1080. This thread will explain that method, applied to both games, and should allow anyone to force the games to run the movies in the same resolution that their game is patched to. WARNING: This modification requires the hex editing of KotOR I/II's executable. Mistakes could cause it to stop working, requiring you to redownload the file if you do not know how to fix the problem yourself. With Steam, this is an easy thing to do; on a physical copy of the game, it would require a full reinstallation. Remember to back up any and all files that you will be altering in case something goes wrong. Things you'll need: The KotOR I/II no-CD patch -- If you've already patched your game to run in a custom resolution, then you've already gotten the no-CD patch, because the normal executable isn't editable. I can't link to the no-CD patches since they are technically illegal, but they are easily found via Google. This should not be required for the GOG versions of the games. In the case of KotOR II, you should also grab the KotOR II HQ movies patch -- this is included by default with the Steam and GOG versions, so most people shouldn't need to worry about this. If you are playing with a physical copy, then you'll need to find a mirror of the patch online somewhere. There are 6 parts in total. RAD Video Tools -- this program is used to output the HQ movies to your desired resolution. **** The latest update of RAD Video Tools no longer works with kotor movies. Users will need to download version RADTools_1200e located here HxD Hex Editor -- You will need a hex editor to edit the games' executables. Any will work, but HxD is the one I used, and it's free. Download here. Now, the instructions. ----------------------------------------------------------------------------------------------------- Step 1: First, make sure you've backed up everything that you'll be editing. I suggest creating a folder entitled "Backup" inside your KotOR I/II directory, in which you can put the game's executable and any other important files (such as the original movie files), although the executable is really the only one that is at risk of being screwed up by a mistake. If you have the Steam version, you can just use the "verify integrity of game cache" function to redownload the original version(s) of any broken file(s). Step 2: Create a folder entitled something like "Outputted Movies" and put it somewhere like your desktop. It doesn't really matter where; the desktop is probably the best place. You'll be deleting it once you're finished, as it will no longer be needed. Step 3: KotOR II users should install the official KotOR II HQ movies patch. This will overwrite many of the files in your \Movies directory with higher quality ones. Remember that this is not necessary on the Steam version. Step 4: Get the no-CD patch for your game (I can't link here as stated above, so use Google) and, if necessary, patch your game to run in whatever resolution you want. Instructions on how to do that can be found online and will not be given here so as to reduce the size of this post. I'm sure most people reading this have already done this step eons ago, anyways. Step 5: If you haven't already, download and install the RAD Video Tools linked above. Step 6a: Now, the fun stuff begins. You'll need to use RAD Video Tools to convert all of KotOR I/II's .bik movies to your desired resolution. Depending on the power of your computer, this can take a significant amount of time. It might be best to just do this step overnight, as the processing takes a while and is very resource-intensive, slowing your PC while in progress. If you are on an old/weak PC, this process could take too long to be worthwhile for you. I can't estimate how long it will take, as it will vary wildly based on the power of your PC. To convert the files, open RAD Video Tools and navigate to your KotOR I/II installation directory, and then open the Movies subfolder. Select all of the .bik movies. Step 6b: Now that you've selected all of the files, click "Bink it!" in the lower left corner of the RAD Video Tools window. A new window should open wherein you can select the output settings. Under "Browse," select the desktop folder we created earlier called "Outputted Movies." All of the converted movies will now be outputted there. Under "Input video settings," enter your desired resolutions. I, for example, put 1920 in the width boxes and 1080 in the height boxes. KotOR I users should make sure that the "Compress audio" option is checked and that lossiness is set to 0, otherwise the files will be rendered without sound (thanks milestails for noting this); KotOR II users can uncheck compress audio. Click "Bink" on the right-hand side. Step 7: Now you play the waiting game. Wait for the movies to be converted. Step 8: Once the movies have been outputted to your desktop folder (or wherever else), copy and paste them to your KotOR I/II's Movies folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II\Movies). Select yes when asked to overwrite. You can also backup the originals beforehand, if you want. Once all the files are in place, you can delete the "Outputted Movies" folder from your desktop; it has served its purpose. Step 9: Install HxD (or any hex editor, really) and open the game's executable (swkotor.exe or swkotor2.exe), located in your KotOR I/II installation directory. Here comes the only complex part of these instructions. You will need to find the following hex values (in HxD, make sure to change the search datatype from Text-string to Hex-values) and edit them to match your desired resolution. Change the bolded resolution pairs to your desired widescreen resolution. Remember to flip the order of the hexadecimal values. For example, 1920 is 0x780 in hexadecimal. I would flip the order (ignoring the x) and enter 1920 as "8007." 1080 is 0x438, and thus, it would be entered as "3804." For KotOR II: TSL, the hex values you must edit are: For KotOR I, the hex values you must edit are (thanks to Kainzorus Prime for finding these hex values online): Note: If the game minimizes during cinematics, this may be fixed by setting the game's executable to run in compatibility mode for Windows XP with Service Pack 3. If you are having trouble finding the coordinates, it may be because the UniWS patcher already edited the hex coordinates for you. You can verify this by searching for what you plan on changing the coordinates to (instead of the original pre-patch values); if you find a match, that means the editing has already been done by the patcher. Step 10: Most people have probably already done this, but if you haven't, it's vital: open the file swkotor.ini/swkotor2.ini with Notepad (or any text editor) in your KotOR I/II directory and change the width and height under [Graphics Options] (and [Display Options] for KotOR II) to whatever your custom resolution is. ----------------------------------------------------------------------------------------------------- That's it! Assuming everything worked correctly, your KotOR I/II movies should now play full-screen, with no ugly black bars on the top and bottom. Enjoy the fixed movies, and PM me if you have any questions or anything that could be added to this guide. I will update this thread in the future to correct any mistakes or to add any additional information.
  25. InSidious

    Azgath N'Dul's Tomb

    File Name: Azgath N'Dul's Tomb File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Mods TSLRCM Compatible: Yes This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch. Click here to download this file