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Found 99 results

  1. JCarter426

    MOD:JC's Supermodel Fix for K2

    View File JC's Supermodel Fix for K2 This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.  Submitter JCarter426 Submitted 08/26/2017 Category Mods TSLRCM Compatible Yes  
  2. For some reason, even if my light side character has 100 influence to my companions, their force alignment (i.e. light side/dark side) always stops at 99 and never go up to 100 (including light side members like Bao-Dur and Handmaiden). While I'm able to make a dark side companion (Hanharr) to have 0 alignment with 0 influence with them. I really want to get them to max alignment because that allow them to get the mastery bonus. I'm wondering if any modder would like to make a mod for this, or at least tell me which file to override. (I've rich background in IT so feel to use all those technical terms)
  3. Currently in both Kotor 1 and 2, when a wookiee is dual wielding melee weapons, the weapon on his left hand is misplaced. (Please ignore the fact that in my screenshot, I change the appearance of my main character into a wookiee. This actually apply for Hanharr as well) I would like to know is there any modder would like to release a mod for fixing this issue. (I know there is a model fix mod released by @JCarter426, but he/she only fix the issue with generic human model)
  4. JCarter426

    JC's Supermodel Fix for K2

    Version 1.6

    3,358 downloads

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 
  5. Marauder

    Dantooine Grass Fix

    Version 1.0.1

    69 downloads

    This mod provides a work-around for those experiencing a problem with the grass on Dantooine where it looks as though the grass is floating from the surface of the plains, and becomes glitchy. I believe you shouldn't have this problem with the latest versions of the game, but I'm making this available anyway. I had suffered from this issue myself and managed to find this 'fix' to the problem. Actually it's not a real fix as only the game developers can do that but you can try this mod to work around the issue. If you suffer from this problem then you can try this mod as an alternative to disabling grass completely whilst you play through Dantooine. What it does is make sure 'fast grass' is turned on for the 'high' graphical preset. The other presets are unaffected because that option is already enabled for them, but many of you will of course want to be able to switch to the 'high' graphics preset. Screenshots have now been included as of revision 1.01. I want to draw your attention to the fact I don't have screenshots of the original issue, but I'm showing how the fast grass setting looks here (just looks slightly shorter to me, if anything). For now here is the mod though and you should only try this fix if you know and have the issue with the grass on Dantooine. You can test if this mod will help you by enabling cheats and then warping to the area in the screenshots: 1. In swkotor.ini under [Game Options] add the line EnableCheats=1 2. Start a new game or load an old save you don't care about 3. Open the cheat console using the ` or ~ key depending on your layout. 4. Type warp danm14aa and hit enter --Compatibility-- As far as I'm aware I'm the only one who uses this file so far and that was with Kotor 2 for my Reduced Graphics Mod. If you're ever asked to overwrite, say no and abort installation for now. --Installation-- Drop videoquality.2da into your Override folder. At minimum do this just before leaving the Jedi Enclave or just before entering the Taris Undercity. Preferably install when starting a new game.
  6. Marauder

    MOD:Dantooine Grass Fix

    View File Dantooine Grass Fix This mod provides a work-around for those experiencing a problem with the grass on Dantooine where it looks as though the grass is floating from the surface of the plains, and becomes glitchy. I believe you shouldn't have this problem with the latest versions of the game, but I'm making this available anyway. I had suffered from this issue myself and managed to find this 'fix' to the problem. Actually it's not a real fix as only the game developers can do that but you can try this mod to work around the issue. If you suffer from this problem then you can try this mod as an alternative to disabling grass completely whilst you play through Dantooine. What it does is make sure 'fast grass' is turned on for the 'high' graphical preset. The other presets are unaffected because that option is already enabled for them, but many of you will of course want to be able to switch to the 'high' graphics preset. Screenshots have now been included as of revision 1.01. I want to draw your attention to the fact I don't have screenshots of the original issue, but I'm showing how the fast grass setting looks here (just looks slightly shorter to me, if anything). For now here is the mod though and you should only try this fix if you know and have the issue with the grass on Dantooine. You can test if this mod will help you by enabling cheats and then warping to the area in the screenshots: 1. In swkotor.ini under [Game Options] add the line EnableCheats=1 2. Start a new game or load an old save then open the cheat console using the ` or ~ key depending on your layout. 3. Type warp danm14aa and hit enter --Compatibility-- As far as I'm aware I'm the only one who uses this file so far and that was with Kotor 2 for my Reduced Graphics Mod. If you're ever asked to overwrite, say no and abort installation for now. --Installation-- Drop videoquality.2da into your Override folder. At minimum do this just before leaving the Jedi Enclave or just before entering the Taris Undercity. Preferably install when starting a new game. Submitter Marauder Submitted 05/12/2019 Category Mods K1R Compatible Yes  
  7. Marauder

    Marauder Fix Pack

    Version 1.0.4

    1,896 downloads

    A collection of my fixes to items that had wrong descriptions or properties. It combines all my previously released fixes and consistency fixes into a single pack for your convenience. The 1.0.4 release is now out to fix some serious packaging issues and add initial support for TSLPatcher, with full patching and compatibility expected for 1.0.5. Apparently this has just been sitting here with a broken readme and bad packaging for quite some time. If you were having difficulties installing this mod or reading the readme, this has now changed. Please see the ChangeLog for further details. There are no new fixes but I now consider the Robe fixes to be part of the main mod.
  8. N-DReW25

    Davik's Upgradable Armor Mod

    Version 1.0

    1,495 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 05.7.2016 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Davik is the Crimelord of Taris and is a member of the Exchange. During your travels you get to steal his ship the Ebon Hawke and witness his death and collect the fancy armor he wore and a few other items. Though this armor is good armor near the end of the game it becomes kinda useless but this mod should fix that. If you were to try out the game cheats you will notice there are 3 cheat codes that give davik's armor. g_a_class6007 g_a_class6008 g_a_class6009 The "g_a_class6007" is Davik's armor while the others arn't but there stats suggest Davik's armor was going to be upgradable at one point but it was likely cut due to it being to strong and it wasn't restored in K1R for probably the same reason or was overlooked since this is a minor thing. So this mod basically makes Davik's armor upgradable so it can be made more useful near the end game. Stats: Armor reinforcement: 2 Defence Bonus Mesh Underlay: Damage resistance: Cold 20% Damage resistance: Fire 20% Immunity: Mind Effecting Known Bugs: None that I know of but if their is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes g_a_class6007 or with anything that removes Davik's armor from Davik (Than this mod wouldn't have effect) Permissions: If you want to include this in your own mod please PM me on Deadlystream first(I will likely say yes) Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  9. Mellowtron11

    MOD:Juhani Lightsaber Fix

    View File Juhani Lightsaber Fix Juhani Lightsaber Fix 1.0 A Mod for Knights of the Old Republic Author- Mellowtron11 Release Date-3/4/2019 Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that. Installation Notes- Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot. Uninstallation- Delete dan14_juhani.utc file from your override folder Changelog 1.0 · Removed the two red lightsabers in her dropable inventory and added a single blue one · Set force points to 60 so Juhani can use her powers more often · Set strength to 14 for a little extra damage · Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9 · Removed all armor proficiencies and guard stance feats from her feats list Known Bugs- This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me. Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- · Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. · Fred Tetra for the Kotor Tool. · TK102 for the K-GFF Tool. · Everyone who downloads and uses the mod. · N-DReW25 for the mod name suggestion. · JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool. · Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Juhani Lightsaber Fix Mod.zip Submitter Mellowtron11 Submitted 03/04/2019 Category Mods K1R Compatible Yes  
  10. N-DReW25

    Serocco Guard VO Fix

    Version 1.0

    1,660 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 Release Date: 11.06.2017 Installation: Simply Copy and Paste or Drag or Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: While I was playing the game I discovered the "Get out of here before I space you" Guy at the Serroco camp had a line to say that wasn't voiced by his correct actor. Naturally I threw together this quick mod to give fix that small problem so the NPC now speaks a line that was voiced by his original actor. Here is a preview of the problem and the fix Known Bugs: None that I know of but if there is please report it so I can fix it Incompatibilities: Is incompatible with anything that edits "serthug2.dlg" Permissions: Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures 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.
  11. Version 1.0.0

    419 downloads

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
  12. Mellowtron11

    Juhani Lightsaber Fix

    Version 1.0.0

    136 downloads

    Juhani Lightsaber Fix 1.0 A Mod for Knights of the Old Republic Author- Mellowtron11 Release Date-3/4/2019 Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that. Installation Notes- Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot. Uninstallation- Delete dan14_juhani.utc file from your override folder Changelog 1.0 · Removed the two red lightsabers in her dropable inventory and added a single blue one · Set force points to 60 so Juhani can use her powers more often · Set strength to 14 for a little extra damage · Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9 · Removed all armor proficiencies and guard stance feats from her feats list Known Bugs- This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me. Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- · Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. · Fred Tetra for the Kotor Tool. · TK102 for the K-GFF Tool. · Everyone who downloads and uses the mod. · N-DReW25 for the mod name suggestion. · JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool. · Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Juhani Lightsaber Fix Mod.zip
  13. Ashton Scorpius

    MOD:TSL Malak Mouth Fix

    View File TSL Malak Mouth Fix This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! 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 granted, just make sure to add the proper credit. Submitter Ashton Scorpius Submitted 02/12/2019 Category Mods TSLRCM Compatible Yes  
  14. Ashton Scorpius

    TSL Malak Mouth Fix

    Version 1.0.0

    184 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! 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 granted, just make sure to add the proper credit.
  15. I recited this from few users that encountered the error and I have an information which perhaps could be useful. This does sounds odd really, but on my end I've encountered that error when I run the installer/patcher with K-Tool was opened. I managed to "fix" it by closing the tool and run the installer again. I can't tell what's actually going on but that method works on my end. Hope that could works for you too!
  16. spicelord21

    5760x1080 Triple Monitor HUD Fix Kotor 1

    Version Recent

    12 downloads

    About This File: Also Noticed I Placed this Within the Sith Lords Mod Section, Looking to Hop it over to Kotor 1 or Delete this one and make a new one. This mod i take no credit whatsoever even though i spent a decent amount of hours editing the files, But once again these were not my files to begin with so credit as been given were it is needed. I am new to the KOTOR Seen and i usually only play my games on three monitors specifically 3 monitors for immersion. This hud fix is decent and makes the game playable in my eyes at 5760x1080 as other huds make my eyes burn and bleed. If i figure out more ways for a better experience 5760x1080 wise trust i will release or tell people about a better version. Used DarthParametric mod desc layout, Hopefully he does not mind. If he does i will spoof it up a bit. Compatibility: With every mod except other resolution HUD overrides. Works with UNIWS and FLAWLESS WIDESCREEN. Install: Place all files within into your overrides folders within Kotor 1. Acknowledgements: Thanks to @DarthParametric for widescreen hud mod, it helps with the edits i did to ndix resolution fixes, how? because it fits it into the screen as before it was the res but was cut on the borders. Hes Mod here> Thanks to @ndix UR for files needed to change games resolution. Hes Mod here>
  17. Greetings, fellow Jedi! May the Force be with you. I'm opening this thread awaiting further discussion of fixing collar for PFBF model variant in particular- which me and @DarthParametric previously discussed here. So, continuing from where things left off- Does fixing the collar had anything to do with moving the model's vertex? I'm looking to have practice on fixing the issue personally. and also- It seems the large model which is the PFBFL variant have a similar level of worse too; as seen here: Was so damned as two of my released mods were using PFBF_ variant, lol Many- many thanks for considering this.
  18. View File 5760x1080 Triple Monitor HUD Fix Kotor 1 About This File: Also Noticed I Placed this Within the Sith Lords Mod Section, Looking to Hop it over to Kotor 1 or Delete this one and make a new one. This mod i take no credit whatsoever even though i spent a decent amount of hours editing the files, But once again these were not my files to begin with so credit as been given were it is needed. I am new to the KOTOR Seen and i usually only play my games on three monitors specifically 3 monitors for immersion. This hud fix is decent and makes the game playable in my eyes at 5760x1080 as other huds make my eyes burn and bleed. If i figure out more ways for a better experience 5760x1080 wise trust i will release or tell people about a better version. Used DarthParametric mod desc layout, Hopefully he does not mind. If he does i will spoof it up a bit. Compatibility: With every mod except other resolution HUD overrides. Works with UNIWS and FLAWLESS WIDESCREEN. Install: Place all files within into your overrides folders within Kotor 1. Acknowledgements: Thanks to @DarthParametric for widescreen hud mod, it helps with the edits i did to ndix resolution fixes, how? because it fits it into the screen as before it was the res but was cut on the borders. Hes Mod here> Thanks to @ndix UR for files needed to change games resolution. Hes Mod here> Submitter spicelord21 Submitted 12/21/2018 Category Mods TSLRCM Compatible Yes  
  19. Greetings, fellow Jedi! Hope y'all doing fine. It'd be awesome if someone release a fix for Vandar's false direction; as seen in the screenshot: I believe a fix to the particular cutscene would be necessary as that is one of the important scenes in game and kind of an introductory to the Councils; particularly Master Vandar. Many thanks for considering this and, May the Force be with You!
  20. View File Repeating blaster attacks restoration Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Submitter R2-X2 Submitted 11/20/2018 Category Mods K1R Compatible Yes  
  21. FF97

    MOD:Khoonda flag fix

    View File Khoonda flag fix Hello everyone! Has anyone noticed the black flag on Khoonda? That's because there is no actual texture applied to the flag, so I made this mod which renames the placeholder texture to use the Dantooine/Khoonda flag instead. Btw, you don't even need that mod. Just make a copy of the texture DAN_Flag2 and rename it to DantFlag. Submitter FF97 Submitted 10/24/2018 Category Mods TSLRCM Compatible Yes  
  22. FF97

    Khoonda flag fix

    Version 1.0.0

    187 downloads

    Hello everyone! Has anyone noticed the black flag on Khoonda? That's because there is no actual texture applied to the flag, so I made this mod which renames the placeholder texture to use the Dantooine/Khoonda flag instead. Btw, you don't even need that mod. Just make a copy of the texture DAN_Flag2 and rename it to DantFlag.
  23. todevuch

    Weapons for sith students fix

    Version 1.0.0

    188 downloads

    The modification consists of three parts, which the user can set to his own taste, which he deems necessary for himself. First part. Shaardan fix. For a long time it seemed to me incomprehensible why Shaardan walked with a lightsaber, and during the bout with Revan he uses a two-sided swords. This mod fixes this. In the in-game files, during the first encounter with Shaardan, he uses a light sword with a red crystal, but for the rest of the time, just like the rest of the academy students, he wears the light sword of the dark Jedi. I eliminated this, although in the game it will be unnoticeably. The second part. Sith apostates fix. Modification changes the weapons of disciples of apostates in the cave to lightsabers. It's unclear why they used this weapon, because they studied at the academy for the Sith. The third part. Elite Sith Warrior fix. Modification changes the weapon of elite Sith warriors (Kalo Nord companions) to lightsabers. It is noteworthy that these warriors do not resemble elite Sith warriors, they are similar to students from the academy, so handing them lightsabers is well deserved.
  24. Version 1.0.0

    90 downloads

    Instruction: Copy the g_w_warblade001.uti file and select the files: p_hanharr.utc p_hanharr001.utc p_hanharr002.utc from the proposed options in the override folder. Description: This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon. To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory. I also added the following to his inventory: 1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee. 2. War sword wookiee. 3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle. 4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed. 5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon. 6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it. For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits. I added two options for carrying a Hanharr weapon - 1. NOT EQUIPPED, is in inventory. Wookiee will be equipped in standard blades, and the Wookiee sword will be in his inventory. 2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory. The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon! Credits: Do not use this modification in any form without my permission.
  25. View File Wookiee Warblade and Hanharr fix for TSL Instruction: Copy the g_w_warblade001.uti file and select the files: p_hanharr.utc p_hanharr001.utc p_hanharr002.utc from the proposed options in the override folder. Description: This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon. To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory. I also added the following to his inventory: 1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee. 2. War sword wookiee. 3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle. 4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed. 5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon. 6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it. For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits. I added two options for carrying a Hanharr weapon - 1. NOT EQUIPPED, is in inventory. Wooks will be equipped in standard blades, and the Wookiee sword will be in his inventory. 2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory. The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon! Credits: Do not use this modification in any form without my permission. Submitter todevuch Submitted 10/15/2018 Category Mods TSLRCM Compatible Yes