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Found 363 results

  1. ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 Website: https://swkotor.net Online Demo: https://play.swkotor.net/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  2. Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  3. Hello. I need help with TSL, I'm making new icons for GUI and I'm 95% done, but one problem turned out to be no use for them, since the icons themselves in the game are very small, no matter how much I searched for different GUI, but the same situation is everywhere, however, somewhere in the vastness of YouTube, I saw in the review when the player went to the abilities\powers tab, he had quite large icons I have already downloaded the visual GUI editor https://deadlystream.com/topic/8226-visual-kotor-gui-editor-kge /, there is a field for finding icons, but there is no size of the icons themselves, or maybe I'm doing something wrong? Please help me, in response I will fill in the tests for GUI in 256 and 128 quality
  4. Version 1.0.0

    1,089 downloads

    Movie Mandalorians - Retextured by Mcfly -------------------- My intention in making these textures was to fuse the concept of the Movie Mandalorians mod, with the original in-game Mandalorian designs. I initially made these just for my own use, but I decided to release them once I finally completed the set. -------------------- Install: -------------------- - These textures require the Movie Mandalorians mod by Deadman. - Copy all .tga files into your KOTOR2/override folder. -------------------- Uninstall: -------------------- - Delete the .tga files from your override folder. - Reinstall Movie Mandalorians mod to restore the original textures -------------------- Special Thanks: -------------------- - Deadman, for creating the original mod. Thank you Deadman! -------------------- Permission: -------------------- - Anyone is welcome to do whatever they like with these. -------------------- Contact: -------------------- If for any reason you want to contact me, you can find me on DeadlyStream and NexusMods. - Mcfly696 @ NexusMods - Mcfly @ DeadlyStream
  5. [Updated: April 26, 2020] Greetings, fellow Jedi! Hope you all doing fine. This will be an archive-thread-miniwiki to accommodate my curiousness in some aspects from either KotOR/TSL; either with placeables, textures , models, anything- which is too valuable to lost for just a status update but is too exclusive for each of them to have a single thread, in my perspective. I have archived some past random questions with its essential responses, should their information would be useful and will be easy enough to have access to: [August 14, 2018] PlasticCrate_cylinder [August 16, 2018] LTS_Rwall01 [August 19, 2018] PLC_Statue2 [August 24, 2018] Taris' Upper City Cantina Entrance Wall Panel [August 28, 2018] Taris' Upper City South Fountains [M02ac_02b_02e] [August 30, 2018] Ebon Hawk's Unique Cubemaps [CM_eh] [September 12, 2018] Locate Area Model [September 12, 2018] Sith Soldier Bump Map Restoration [September 17, 2018] Bump-map Breaks Level Geometry Animation? [December 10, 2018] Jedi Enclave's "Unused" Bump-map [November 08, 2019] Trigger's ScriptOnEnter x GetEnteringObject [November 24, 2019] ActionJumpToLocation >= ActionJumpToObject [December 08, 2019] Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL [December 11, 2019] [Success] VS [Failure] [December 14, 2019] GetNearestCreature > GetPartyMemberByIndex [April 26, 2020] TSL's Hologram ____________________________________________ That was some questions-responses that I thought would need a proper archiving should they delivered any useful information for future modding attempt. Also, I'm taking this opportunity to ask to the forums too. Will it be possible to change that grey area in the center of Taris' city-walk to some kind of a mini-pool with water model/textures in it? One example in mind that could be used as a reference is this mini-pool inside Davik's estate: Many thanks for considering this!
  6. From what I've read, it's advised to avoid Steam Workshop if you're looking to play and/or mod TSL. Mac users can get it through the Apple Store but when it comes to PC it looks like Steam is the only (or main) option. That's the version Aspyr is offering on their site. I've seen there's a GOG version but it sounds like it's limited. What are you guys using to play/mod TSL in? I'd appreciate any recommendations.
  7. I have a problem. I recently wanted to play TSL again but I decided to install the Polish version of TSLRCM and I installed the Polish translation and the items from TSLRCM don't have a name or anything other than that they are there + on the planets that are in the mod, when I talk to someone they don't have any dialogue options and I have to force quit the game because I can't tell them anything. I've tried uninstalling every mod except these 2, or having just one, and uninstalling the game and reinstalling it, and I've also tried installing TSLRCM from another source (I didn`t found the Polish translation anywhere other than Steam) and nothing works. Can anyone help?
  8. Version 1.0

    16,738 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Aleema Keto's Robe Description Correction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Aleema Keto's Robe Description Correction AUTHOR: milestails TYPE: Inconsistency Fix SIZE: Unzipped - 6.12 kilobytes, Zipped - 3.47 kilobytes DATE RELEASED: March 20, 2016 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In vanilla TSL, Aleema Keto's Robe description reads: "Aleema Keto began her training as a Jedi, but while researching the Sith became enthralled by their power and fell to the dark side. She was a master of illusions and helped seduce Ulic Qel-Droma to the dark side." There's a small problem; Aleema Keto was never a Jedi. Using a modified description from the robe's Wookiepedia page, I edited it to read: "These robes once belonged to Aleema Keto, cousin of Satal and co-leader of the dark side cult of the Krath. A master of Sith magic, she seduced Ulic Qel-Droma, who later killed Satal and took command of the Krath along with Aleema. These garments bestow increased strength and wisdom upon the wearer, and allow some small aid in reconnecting with the Force." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Drag and drop the following file into your Override folder, which for Windows 7 users is located at C:\Program Files (x86)\LucasArts\SWKotOR2: - a_robe_24.uti Note: I am not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. (I TAKE NO RESPONSIBILITY FOR ERRORS MADE WHILE INSTALLING THIS MOD) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » UNINSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Remove the following file from your Override folder: - a_robe_24.uti (I TAKE NO RESPONSIBILITY FOR ERRORS MADE WHILE UNINSTALLING THIS MOD) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ None. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » MOD COMPATIBILITY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This will be incompatible with other mods that edit a_robe_24.uti; however, all you would have to do is copy the description from this mod, and paste it into the conflicting a_robe_24.uti using KotOR Tool. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG REPORTING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PM milestails at Deadly Stream and/or Star Wars Gamer or post in the release threads. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks to MaxBlackwell for initially bringing up the subject of Aleema Keto's Robe in the Deadly Stream chat. Thanks to Fred Tetra and his KotOR Tool. Thanks to Wookiepedia for an accurate description and notice that the vanilla text is incorrect. http://starwars.wikia.com/wiki/Aleema_Keto's_robe Also thanks to everyone over at Holowan Labs and Deadly Stream for hosting the work of the community. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may NOT be redistributed in any way without the explicit permission of the author and the proper credit given to him within the ReadMe. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS/OWNERS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES/LICENSORS/SPONSORS/OWNERS/THE AUTHORS OF THIS MODIFICATION ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  9. Version v0.6.0

    22 downloads

    A simple CLI to easily compare KOTOR file formats. This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files. How to use: Simply run the executable. It'll ask you for 3 paths: PATH1 Path to the first K1/TSL install, file, or directory to diff. PATH2 Path to the second K1/TSL install, file, or directory to diff. OUTPUT_LOG File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory) If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, etc) Any capsule (ERF, MOD, etc) Not supported: NCS, NSS Any file format that's not supported will have its SHA256 hash compared instead. CLI Support: This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 1. If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. FAQ: Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc? You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged. A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful. Why is my antivirus is flagging this? This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension. This whole tool is open source, feel free to run directly from the source script: https://github.com/th3w1zard1/PyKotor/blob/master/Tools/KotorDiff/src/__main__.py There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project. Source code: https://github.com/th3w1zard1/PyKotor/blob/master/Tools/KotorDiff/src/__main__.py Credit: @Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool)
  10. The nostalgia bug recently bit me and I thought it might be fun to play some KOTOR2, with mods of course! After a bit of tinkering I think I have a working mod set up running on Linux. I thought that my experience might be useful to someone else attempting to install mods on Linux or a maybe a Steam Deck. A fair warning though, I have not had time to play test yet beyond running around on Peragus so there could be issues that I haven't discovered or steps that I forgot that I did. I'll try to update if I run in to any issue but I'm not promising anything, I have a nasty habit of spending days modding a game only to never actually play it when I'm done! First install the native Linux version of KOTOR2:TSL from steam Next download the latest KOTORModSync (currently 1.0.2) https://github.com/th3w1zard1/KOTORModSync - linux-x64.zip - KOTOR.Modbuilds.Rev10.zip (Contains KOTOR2_Full.toml modlist we will be using) The install directly can be found at ~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/ All regular game assets are in the subdirectory 'steamassets', this is where mods will be installed, not in the main game install directory Run the game once to make sure it runs properly, I'm using Arch Linux with Hyprland(Wayland compositor) so I needed to add 'SDL_VIDEODRIVER=x11 %command%' to my launch commands to get it to run properly. The kotor2.ini found in the steamassets directory is not used, delete it. The correct kotor2.ini is found at ~/.local/share/aspyr-media/kotor2/swkotor2.ini Create a symlink to it in the steamassets directory ln -s ~/.local/share/aspyr-media/kotor2/swkotor2.ini swkotor2.ini Backup you KOTOR2 directory in case you make a mistake: tar zcvf kotor2.tar.gz Knights\ of\ the\ Old\ Republic\ II You can restore with rm Knights\ of\ the\ Old\ Republic\ II tar zxvf kotor2.tar.gz Open KOTORModSync and load the installation file (KOTOR2_Full.toml) Create a directory to store mods in (I use ~/Games/KOTOR2Mods/) Go through the mod list and download each mod to you mod directory from the link. Make sure to download The Sith Lords Restored Content Mod as a zip from the google drive link and not the regular exe installer. There are also a few cases where if you download a mod form ModNexus instead of DeadlyStream the name of the zip file will not be correct and needs to be renamed. As of writing this there are 2 issues with this mod list, this first one is with 'Reflective Lightsaber Blades' (New_Lightsaber_Blade_Model_TSL). currently the included version of Holopatcher has issues reading info.rtf files with non UTF-8 encoding and a error window will pop up. This does not actually appear to affect the installation of the mod and can be ignored. This issue will be fixed in the next relese. The second issue is with 'Improved AI' and requires some work. For some reason the zip file you download contains the mod compressed into a self extracting 7z file. KOTORModSync does currently not appear to be able to extract self extracting 7z files on Linux. My Solution was to extract the mod manually, repack it as a 7z file and alter the install instructions (7z on linux can handle 7z SFX exe files just fine). unzip imporvedai.zip cd Improved\ AI/ 7z x Modified\ AI.exe 7z a ModifiedAI.7z Modified\ AI Move the new 7z file to you mod dir and change the mod install instructions to: 1. Extract <<modDirectory>>\ModifiedAI.7z 2. TSLPatcher <<modDirectory>>\ModifiedAI\Modified AI\Install AI Tweak.exe 1 Set your mod directories. Mod Location is the mod dir you created (~/Games/KOTOR2Mods/ for me) and Kotor Directory should be '~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/steamassets/' - Run pre install validation, if there are any issues detected you will need to fix them. You can find a log file in the KOTORModSync directory that can help you troubleshoot issues. - Choose 'Mock case-insensitive filesystem' - Run 'Fix duplicate files/folders' - Click 'Start the install' and cross your fingers, hopefully you set up everything correctly and installing mods should complete successfully. This takes quite a while. - All files in steamassets need to be lowercase, in some cases files installed by the mod will have uppercase lettering. There is probably a better solution but I created the following script and ran it in each directory that contained files that needed to be renamed. Be VERY careful not to run it from any other directory: # !/bin/bash for file in *; do #Suppresses all errors as not to spam errors when file does not need to be renamed mv -v "$file" "$(echo $file | tr '[:upper:]' '[:lower:]')" 2>/dev/null done I was going to try and use Reshade shaders with vkBasalt but unfortunately that was to much for my poor laptop's integrated graphics but it did seem like vkBasalts SMAA anti-aliasing worked better the KOTOR2's build in AA so I stuck with it. To get vkBasalt to work with KOTOR2 on my set up I need to run it through gamescope. Install gamescope, I'm using gamescope-git from AUR but regular gamescope from extra my work for you. If you're trying to follow this guide on a steamdeck you should already be using gmescope. See https://wiki.archlinux.org/title/Gamescope Once you've installed gamescope add 'gamescope -h 1080 -H 1080 -f -- %command%' to your steam launch options and make sure you can launch the game Install vkBasalt fro AUR yay -S vkbasalt copy the default vkbasalt config file to your KOTOR2 dir cp /usr/share/vkBasalt/vkBasalt.conf.example .local/share/Steam/steamapps/common/Knights\ of\ the\ Old\ Republic\ II/vkBasalt.conf Enable SMAA and whatever else you want (I you are going to give reshade shaders a try then the best source of shaders seems to be here: https://github.com/gripped/vkBasalt-working-reshade-shaders) effects = cas:smaa Enable vkBasalt by adding 'ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log"' to your steam launch options. My finally launch options look like this: SDL_VIDEODRIVER=x11 ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log" gamescope -h 1080 -H 1080 -f -- %command% And that's it! I hope this will be of some use to somebody
  11. Version 3.2b

    794 downloads

    Beautified Sabers for TSL Reskinned Saber blades: More pronounced cores for all blades. Sharper appearance for all blades. The silver crystal is now referred to as a "Kaiburr" color crystal. Four new color crystal types with unique blades: Indigo Obsidian Pink Rakatan (Neon Yellow) Retextured saber hilts for each type of saber. All work done by 90SK Permissions: Please contact me for further use permissions other than personal use. Compatbility: This is generally incompatible with all other saber mods, as it overhauls upcrystal.2da. Other than that, all mods are compatible. I used TSL Workbench Upgrade Screen Camera Tweak by DarthParametric to take the screenshots, it is not included with the mod. Giveitem Codes: u_l_colo_99 : Obsidian Color Crystal g_w_shortsbr99 g_w_lghtsbr99 g_w_dblsbr099 u_l_colo_98 : Pink Color Crystal g_w_shortsbr98 g_w_lghtsbr98 g_w_dblsbr098 u_l_colo_95 : Indigo Color Crystal g_w_shortsbr95 g_w_lghtsbr95 g_w_dblsbr095 u_l_colo_91 : Rakatan Color Crystal g_w_shortsbr91 g_w_lghtsbr91 g_w_dblsbr091 If you want easier giveitem codes, after installing the mod: Make a copy of u_l_colo_99/98/95/91.UTI in Override and rename it whatever you want the code to be. TSLRCM Compatibility: Unknown. If you install this mod after installing TSLRCM they both should work. Special Thanks: LucasForums, DeadlyStream, Fred Tetra ---- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSORS/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.
  12. Would anyone have any interest in implementing the Krayt Dragon Pearl into Kotor 2? I understand why it was cut, but it seems odd being the only missing crystal from the first game. I have two ideas for locations where it should spawn: 1- Geeda's shop after completing Dantooine for 2500 credits. 2- Looting Ahrnell's corpse after killing him in the Crystal cave (similar to killing Komad Fortuna for it in Kotor 1). Thanks!
  13. Version 2.0.0

    12,448 downloads

    This mod replaces the static computer panel placeables [PLC_comPanel] that found throughout the game; such as one in the Bumani's, Medical Unit, and Czerka's [on Telos] with the animated ones. -= BACKGROUND =- It was Sith Holocron's request about his least favorite texture in KotOR2/TSL that makes me work on this mod. But as time goes by curiosity on trying to improve it haunts me, by doing more and looking much better -- hence the born of v2.0.0. On this [as well as the previous one] I have him to help on making the panel screen, hence the sweet result of a movie-like looking ones. You should check out his blog from where the inspiration comes -- And then with DarthParametric's handy-hands the panel now have a new symmetrical frame, some 3D buttons, also few TOR-ported bits on the screen. Not stopping there, it now have a new panel board decals -- a copied work from Frank Diorio's downloadable decals [then niubniubsuniverse-dot-com]. -= ABOUT THIS MOD =- Inside this mod are 2 version; transparent screen and a solid-non-transparent version. Preview: Transparent Solid Specifics: New panel frame trimesh made by @DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by @Sith Holocron Panel board bitmap made by Frank Diorio TOR ported animated bits redistributed by DarthParametric Tools mostly worked on to -- KOTORmax [gmax] by bead-v / Aurora MDL [N++] by Symmetric The panel texture currently still in vanilla scheme [based on stock PLC_comPanel], albeit upscaled to x1024 from x256 using PS'. -= KNOWN ISSUES =- With transparent version, some objects will become invisible behind the screen; such as traffics seen from Medical Unit and lightsaber as well with the hilt. There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. Nothing that I know of though for the lightsabers. -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer and choose INSTALL option. Pick one you choose -- then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu For a clean uninstallation, remove these files from the Override after proceeding with the main procedure -- eb_plc_commpane1/2.MDL eb_plc_commpane1/2.MDX eb_plc_commpane1/2.PWK eb_companel_btns.TPC eb_companel_pnel.TPC eb_companel_wave.TPC sheb_compnl_scrn.TPC -= COMPATIBILITY =- Not compatible with mods that hard-overwrites placeables.2DA Not compatible with mods that alter the modelname and label setup for RowIndex 292 in placeables.2DA Not compatible with mods which happened to have the same name with the MDL, MDX, PWK, and TPC-s that included with this mod -= REDISTRIBUTION =- Do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, please be kindly to ask for permission first - that way I know what's up, and if it's interesting enough I might offer to be involved, lol. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force Obsidian Entertainment and LucasArts for The Sith Lords Frank Diorio as the creator of panel board bitmap Sith Holocron for feedbacks, ideas and the panel screen DarthParametric for past-present knowledge, his creation that I took learn from, and particularly with this project -- the panel frame, 3D buttons as well the TOR-ported bits [and both endless technical-to-non assistance which makes this mod possible] JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool bead-v for KOTORmax and MDLedit Symmetric for Aurora MDL ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor All Tool Makers wasn't mentioned - can't make it without y'all! All streamers on DeadlyStream All modders either active or inactive DeadlyStream for being a home -- a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site DeadlyStream's #modding [Discord] channel that particularly essential for this project -eb
  14. So I am finally making a thread to see what the people who actually use SLM or my other mods would like to see be implemented in it. I already have a long list of things I'd like to accomplish, some are harder for me to do and some are not. But again if you have a suggestion or personal preference let me know here and I will see about going forward with it. Want to do list: Removing the rancor from Khoonda plains and placing that saber somewhere else. Remaking all saber blade textures to look more like the movies and shows (Kenobi, Mandalorian) Possibly switching models for pc hilt and/or red default hilts. Doing compares for all party saber making dialogs instead of hard replaces. Remove the Acheron saber quest and all associated files (getting rid of it). Removing all .mod files from the installation that are hard replaces and putting those files in tslpatchdata to be inserted into the exisiting .mod files. Removing the zakkeg boss from Dxun pt.1 and replacing that saber since Acheron wont exist anymore. Saber blades Here is what we have... ...but this is what I want If anyone had suggestions on how to achieve this it would be most welcome. -KJ
  15. I really enjoyed @Effix's https://deadlystream.com/files/file/2137-effixians-cathar-pack/ and am wondering, can anyone convert Juhani from K1 into a playable character in K2? Having her underwear model (and possibly using her Jedi outfit for the dancer model) would be ideal, but honestly I mostly just want to be able to use her head.
  16. Version 1.0

    9,091 downloads

    Author: Kainzorus Prime, Darth DeadMan Mod Name: TSL Prequel Robes Replacement 1.0 ************************* 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 Padawan-type robes with the styles seen in Episode I-III. Includes new icons. 2. Installation: ========= Copy the files from the Main Mod folder into the Override. Overwrite all if prompted. Install optional components from specified folders into the Override as you want. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  17. Version 1.2

    3,969 downloads

    Author: Kainzorus Prime Mod Name: Companions' Personal Robes ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod adds personalized robes for the human companions who can be trained into Force users. It also modifies Handmaiden's robe. 2. Instalation: =========== Place the files in the Override folder. 3. Required mods: =========== http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/101-visas-unmasked/ 4. Usage =========== The character's robe will automatically be added to the inventory once they become a Jedi. 5. REMOVAL: =========== Remove the files from the OVerride folder. 6. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Fair Strides - Inventory spawn scripts. 7. 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.
  18. View File KotorDiff A simple CLI to easily compare KOTOR file formats. This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files. How to use: Simply run the executable. It'll ask you for 3 paths: PATH1 Path to the first K1/TSL install, file, or directory to diff. PATH2 Path to the second K1/TSL install, file, or directory to diff. OUTPUT_LOG File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory) If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, etc) Any capsule (ERF, MOD, etc) Not supported: NCS, NSS Any file format that's not supported will have its SHA256 hash compared instead. CLI Support: This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 1. If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. FAQ: Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc? You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged. A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful. Why is my antivirus is flagging this? This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension. This whole tool is open source, feel free to run directly from the source script: https://github.com/th3w1zard1/PyKotor/blob/master/Tools/KotorDiff/src/__main__.py There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project. Source code: https://github.com/th3w1zard1/PyKotor/blob/master/Tools/KotorDiff/src/__main__.py Credit: @Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool) Submitter th3w1zard1 Submitted 09/30/2023 Category Modder's Resources  
  19. Version 1.0.0

    21 downloads

    Modder's Resource - Iridorian by 90SK It is not fully assembled but it contains the parts required to set it up in appearance.2da. The head is the Ubese "Sith Assassin" model, and the body is PMBBL (the KotOR 1 Soldier clothing). The skins and the model for the body are there. The head model needs to be arranged but the texture provided for the head is on the Ubese Helmet model. KotOR Tool is required to finish the appearance into TSL, and it is not compatible with K1 at this time. --- Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material. --- 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 THIS FILE.
  20. View File Iridorian Modder's Resource - Iridorian by 90SK It is not fully assembled but it contains the parts required to set it up in appearance.2da. The head is the Ubese "Sith Assassin" model, and the body is PMBBL (the KotOR 1 Soldier clothing). The skins and the model for the body are there. The head model needs to be arranged but the texture provided for the head is on the Ubese Helmet model. KotOR Tool is required to finish the appearance into TSL, and it is not compatible with K1 at this time. --- Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material. --- 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 THIS FILE. Submitter 90SK Submitted 08/27/2023 Category Modder's Resources  
  21. Current Version (Beta) 1.07 Last Updated - January 22, 2015 Introduction This project implements tweaks the tone-mapping, adds effects such as SSAO, Depth of Field, Godrays, Bloom, sharpness, etc via Reshade by Crosire. Version History v1.07 - Added Reshade 0.13.1 & MasterEffect ReBorn 1.0.340 - Removed SSAO, added Gaussian Anamflare. Re-organized Effects in alphabetical order, sorted by FPS Hit / Performance v1.04 - Reduced darkening from SSAO, minor changes. v1.03 - Initial Release Requirements Your GPU must support OpenGL 4.3. Also ensure you have the latest drivers: Latest Nvidia Driver // GTX 400 series or higher // Drivers older than 347.09 will NOT work due to opengl bug - (May be resolved as of Jan 22, 2015, if you wish to use older driver) Latest AMD Driver // Radeon HD 5xxx or higher Installation Step 1 Download v1.07, extract the contents to the same folder as swkotor2.exe Step 2 Run the game > If everything worked, you should first get a prompt for reshade (Message Box) > Then in-game you will see text in the top left, also as you make edits in real-time > Press Scroll Lock key to disable/enable effects in-game Editing Effects In-Game Edit ReShade.fx to edit my presets in Notepad or Notepad++ > You can adjust effects in real time. I recommend running the game in Windowed Mode to save time. To run TSL in windowed mode, make sure your swkotor2.ini has the following codes added: [Display Options] FullScreen=0 [Graphics Options] AllowWindowedMode=1 FullScreen=0 > When in game, press ALT-Enter to activate Windowed Mode. Credit: Crosire - Official Website for Reshade Marty Mcfly - Facebook Effects used in v1.07 > Curves / DPX / Levels / Liftgammagain / Sharpening / Vibrance / Gauusiananamflare > Main focus was to improve the dull tones, bring out a bit of sharpness, improve black/white levels, and adding the flare as opposed to bloom. Old Screenshots: Image1 / Image2 / Image3 / Image4 / Image5 / Image6 / Image7 / Image8 / Image9 Image10 / Image11 / Image12 FAQ It's too dark / bright in game? > Adjust your brightness in-game to taste, I am using this monitor. Can I use FRAPS, MSI On-Screen-Display / Afterburner? > Fraps works and will record video/screenshots with effects enabled, wasn't successful using MSI On-Screen-Display / Afterburner. How much of a performance hit? > Open the Reshade.fx - I have sorted the effects under categories with the supposed FPS Hit, I am using a GTX 970 so your results may vary. How to apply antialiasing like in your screenshots? > Use this guide if Nvidia GPU How to enable/disable effects / toggle key? > Hit "Scroll Lock" key, right above your Home key. Can I take screenshots? > Either user FRAPS, or hit the "Prt Scr" key when in-game. This will save a screenshot in your kotor directory (same as executable). It will generate a normal screenshot (vanilla, no effects), as well as with effects. This way you can make easy comparisons. What can we look forward to in the future? > Hopefully a good integration of Depth of Field. All that i tested, I still had hud, menu, chat being blurred, so it wasn't worth it for gameplay purposes. As Crosire's Reshade comes out of beta and is more stable, an official release here, with 2-3 different presets. Hopefully more shaders like SMAA implemented too. This way we will have other options for antialiasing with same or less overhead. I'm still trying to find the best balance of black/white levels, and tone-mapping, please share your screenshots here so we can compare
  22. Version 1.0.0

    346 downloads

    Description This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I. It consists of a new useable item, called "Rapid Transit System". It appears in the shields menu. Clicking it will transport the player from their current location to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos). Clicking the item again while at the base will return the player and their party to their previous location. The item is given to you on Telos, after you are moved to the apartment in Residential 082. Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting return. Installation Double click on "Install TSL Rapid Transit System", and hit the "install mod" button. Uninstallation Remove the following files from your Override folder: di_g_rts.ncs di_last_loc.utw di_rts.ncs di_rts_01.uti Credits and Thanks Thanks to DarthParametric for allowing me to bounce ideas off him, and particular thanks to JCarter for fixing my wonky scripting. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. 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 for my permission first.
  23. A while ago I received permission from Evasto to upload his Luke Skywalker hilt pack to Deadlystream to help preserve the mod. Evasto gave me permission to really do whatever with it, due to him moving away from Kotor modding in favor of other games. I was wondering if anyone would be willing to update this mod for me in a few areas to make it a little more modern with the times. Specifically, I had three requests for the hilt pack: 1. Split each hilt into it's own separate unique lightsaber instead of replacing the vanilla Green lightsaber. 2. Make each saber compatible with Crazy34's New_Lightsaber_Blade_Model_TSL replacer as an additional install option with TSL patcher. 3. Throw each saber's crystal into a unique location to obtain without SGE or cheats (one hilt's crystal in Daraala's inventory on Dantooine, one hilt's crystal in Geeda's inventory on Nar Shaddaa, one hilt's crystal in Kex's inventory on Dxun). If anyone can help out, I would greatly appreciate it!
  24. Version 1.5.1

    1,099 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: Over the years, I have released a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, all of my small, insignificant and standalone mods are inside this mod pack so that you, the player, only need to download 1 mod and install once (Or several times depending if you want an optional mod). What's in the mod? Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Ashton Scorpius: For making his TSL Removed Mouth Cubes mod a Modder's Resource Bioware: For such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  25. Version 1.0.0

    199 downloads

    Description: This mod gives a stat boost to the player armband acquired on the Harbinger and adds in a robe in that same footlocker. It has a lighter version of the normal clothing texture. Armband: Robe: There are 3 Install Options: Both the new robe and armband stats, armband stats, or just the new robe. Installation: 1. Extract the .zip this mod is located in. You can use 7zip or WinRAR. 2. Launch the "TSLPatcher.exe" located in the folder in the .zip you just extracted 3. You will be presented with 3 options: - Robe and Armband - Armband - Robe Select which you will want. If you want both the armband stat boost and the robe, select the first option. Armband is just the stat boost. Robe adds in the Robe, without the armband stat boost. 4. Continue with TSLPatcher instructions. Getting a warning that 152har.mod already exists in Modules is perfectly normal; but any errors are not. 5. Load a save before first entering the Harbinger med bay. UnInstalling: 1. Delete these files from override if you have them in there: a_band_c01.uti exilerobe.uti ia_cloths_020.tga N_CommF20.tga N_CommM20.tga 2. Open up "Backup" in the main folder with the TSLPatcher.exe. 3. Copy 152har.mod and put that in the Modules folder in your TSL directory. Overwrite when prompted. Compatability: TSLRCM and K2CP compatible. Incompatible with any mod that edits the exile's footlocker in 152har.mod/Harbinger med bay or any mod that has N_CommF20.tga, N_CommM20.tga, and ia_cloths_020.tga in it. Credits: Kotor Tool GIMP TSLPatcher Permissions: Feel free to use assets I have made in this mod in your own, as long as I am credited. Do not upload this mod to any other Platforms (NexusMods. Steam Workshop, Gamebanana, etc.) If I have not uploaded it to there without any modifications to this mod. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.