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Found 42 results

  1. I want to know how to add items to containers in KOTOR. Specifically I want to add items from other mods and custom items that I created to the first footlocker on the Endire Spire. I cannot get them to appear in the custom items in the Inventory Editor of KOTOR Tool as shown in the image below. This way I can get them in the game itself without having to use a cheat code or the Save Game Editor. Please help me do this and provide all details. Thank you in advance.
  2. File Name: Classes, Feats, Powers & Skills Tweak File Submitter: MVacc224 File Submitted: 16 Sep 2014 File Category: Mods Abstract --------------------------------------------------- This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da & skills.2da using the TSL Patcher. Changes --------------------------------------------------- 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). Click here to download this file
  3. darthbdaman

    Jedi From The Start

    Version 2.2.0

    9,737 downloads

    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod will allow you to start the game as a Jedi Apprentice. All of the dialogue on the Endar Spire has been rewritten, and shortened significantly, to make it a quicker, more fun opening to the game. The primary goal of the mod was to reduce the horrid boredom that sets in during the Taris section of the game (by letting the player hit things with a lightsaber), and allowing the player to get more Jedi abilities throughout the game, without the limits that waiting until Dantooine enforced on the player. This is the common element between this mods, and all other padawan mods and Jedi start mods. The secondary aim was to make the story mesh with the players newfound Jedi status. Dialogues have been edited to reflect the player's class (to the best of my ability, I can't record new VO). Conversations have been reordered, and pieces removed, in an attempt to preserve the illusion that the player is a Jedi. This was done very extensively in the dialogue of NPC's on the Endar Spire, Taris, and Dantooine. Party Member dialogues have also been edited, though not as extensively, in order to maintain compatibility. Finally, and most successfully, this mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Tutorial Remover mod Features All tutorial elements removed from the Endar Spire Start the game as a Jedi, at second level Adjusts dialogue throughout the game to conform to the new story Requirements & Compatibility Installation Read the Readme file, it will give you instructions on how to use the "Installer.exe" file to install the mod There is a "Manual Installation" option available for anyone who cannot use the Installer for whatever reason You must uninstall all version older than 2.0.0 before installing version 2.0.0. Jedi from the Start should be installed on a new installation, with KotOR 1 Restoration already installed if you plan to use it [*]Compatibility The mod is fully compatible with KotOR 1 Restoration (with the included patch) The mod is fully compatible with Carth's Republic Uniform and Flight Suit (no patch required anymore) SWToR Style Training Sabers will overwrite my changes to the Dantooine Lightsaber Training, but will not cause any actual issues Most mods should be compatible, unless they edit the Endar Spire, or the Dantooine Jedi Training Tutorial Remover is not compatible Recommended Mods Appearance Standardizer (coming soon) is recommended if you would like Jedi clothing options Consular Sentinel Class Skill Swap is recommended if you want the Sentinel class to be somewhat meaningful Tutorial Remover is recommended if you do not want to be a Jedi, but still want a better Endar Spire Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy!
  4. Squall Lionhart

    Exile's Jedi Robe

    Version 2.0

    760 downloads

    This was inspired by a mod I saw way back when on Filefront that gave the Exile a custom gray Jedi Robe. All it was however, was just a thing to soak up blaster bolts. I am here to give my own take on this robe, and what perfect time than after Kain released his Character Robes mod. This mod has a custom description along with the feat to make it for the PC only, utilizing that War Veteran feat. I have included a custom icon, and it is found in Daraala's store. The PC has unique dialogue for the first time on meeting Daraala. I may fix some grammar issues if I get enough requests. "Well Squall, what if we're past the first meeting with Daraala?" Well, use the save game editor (the working one FS has released) or type in sl_exile to get the robe ingame. This acts as a teaser to my up in coming robe expansion pack with many other choices to come. Stay tuned. Required Mod is Deadman's Movie robe pack, and my Movie Robes pack. I will make a version for the original set of robes if I get enough requests. Installation: Copy all files to Override in the Kotor II Directory Bugs: None reported for now, if something comes up let me know and I will fix it ASAP.
  5. I have a tendency to collect Lightsabers, both in real life from SaberForge and Ultrasabers, and in my Kotor 2 (and sometimes 1) override folder. I have pretty much all of Jorn's hilts, Holowan designs, etc., but I really love the standalone hilt mods out there like the Valorous Knight's Lightsaber or the Kyle Katarn hilt. So would anyone be willing to drop any Saber Hilt mods in this thread that I might be able to add to my Override for either game? Really it can be anything, so long as it's something you made that you don't mind someone else using in their game. Thank you!
  6. jc2

    Train The Handmaiden

    Version 1.30

    990 downloads

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** If installed before PartySwap by DarthTyren, then both mods should be compatible Compatible with TSLRCM Incompatible with anything that modifies the Handmaiden.dlg file, with the exception of PartySwap. Any feedback, regardless of its nature, is appreciated!
  7. I am having trouble with some of the dialogue files for Star Wars: Knights Of The Old Republic, specifically: “k_sta_darthmalak”, at the moment. The problem is that some lines of text are not appearing in certain dialogue editors. The line that I am specifically looking for is: “I was saved from the darkness, Malak. You can be too, if you wish.”. As you can see in the enclosed image I could easily find that line when I used the Conversation Editor that is built into KOTOR Tool. But when I open it in the Dialogue Editor the line is not available even after I have opened all the options like show orphan lines. I have attached images of the Conversation Editor and Dialogue Editor with the “k_sta_darthmalak” file opened to show what I mean. I ask for help in getting ALL lines to show up. I want to edit dialogue with my own scripts as I am modding the game to extra enjoyment. I may be having the same problem with multiple dialogue files so I want to get it resolved so I can edit the files that I want. Thank you in advance.
  8. N-DReW25

    Light Side Ending Masters

    Version 1.1

    262 downloads

    Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 13.10.2018 1.1 Release Date: 17.10.2018 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic Uninstallation: Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: During the Light Side ending of K1, there is a New Hope style medal ceremony with your player, party members as well as Admiral Dodonna, Master Vander and three Jedi Council Members. Who are these three Jedi you may ask, in vanilla, they are generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Make sure you check out- https://deadlystream.com/files/file/896-vrook-and-zhar-fix/ Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Shouldn't be incompatible with anything but if there is just PM me on Deadlystream Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game jc2 for suggesting to add an option for my fix mod 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. N-DReW25

    SKIN:Light Side Ending Masters

    View File Light Side Ending Masters Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 13.10.2018 1.1 Release Date: 17.10.2018 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic Uninstallation: Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: During the Light Side ending of K1, there is a New Hope style medal ceremony with your player, party members as well as Admiral Dodonna, Master Vander and three Jedi Council Members. Who are these three Jedi you may ask, in vanilla, they are generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Make sure you check out- https://deadlystream.com/files/file/896-vrook-and-zhar-fix/ Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Shouldn't be incompatible with anything but if there is just PM me on Deadlystream Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game jc2 for suggesting to add an option for my fix mod 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. Submitter N-DReW25 Submitted 10/13/2018 Category Skins K1R Compatible Yes  
  10. N-DReW25

    N-DReW's Dark Jedi Robes

    Version 1.1

    505 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 8.10.2016 1.1 Release Date: 24.04.2017 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: In May 2016 I created a mod called Dark Jedi Icon Fix that turns the Dark Jedi Knight and Master robes into there correct icon though recently I figured out a way to make the Dark Jedi Robes match their original icons so what this does is change the Dark Jedi Knight and Master robe texture to look like there original icons. In 1.1 I have included the female robe texture Known Bugs: Though this is my First Retexture Mod this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes the Dark Jedi Robe and Dark Jedi Knight robe texture this includes any robe reskin mod. Upcoming: The Female version of the robe Possibly make the rest of the robes like the Dark Jedi robe Permissions: You may NOT claim this mod as your own. Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Gimp 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. Squall Lionhart

    Exile's Clothes

    Version 1.0

    245 downloads

    I looked over my Gray Jedi Robe mod and noticed you don't get it for a while in the game, so I decided to make a mod that gives the Exile some clothes to match the robe (before you get the robe itself). These do have stat upgrades so that way you can power on through Telos. They are found on the Harbinger when you get to your quarters. Installation: Drag files to Override Please make a backup of your Kreia.dlg file, as this does contain the script to fire when you enter the Harbinger. Bugs: None known, PM with any and I will see what I can do.
  12. ebmar

    The Unknown

    Minutes ago I am having this abstract thoughts. If the Jedi have their own code: There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no chaos, there is harmony. There is no death, there is the Force. And the Sith: Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. Is there any "cult(s)" in Star Wars franchise with a code that is in between these two? I'm a rookie in Star Wars thing [the first time I'm into Star Wars was when playing KotOR, which is about early March this year I believe], not many things I know beside the fact that there are the Sith and the Jedi. Actually, because of this thoughts I kind of wanting to start a mod [in the future- there are still unfinished projects now; sorry peeps 😛] that create an NPC(s) that represents this "in between" faction. Moments ago, I googled searching the fact for "do Heaven and Hell exist in Star Wars?" to at least, legitimate-check it. And the result; it does- point to this reference. So, using that as starting point I concreted these random words that is coming out of my head to be a "code" and name the "cult"; the Unknown. Believe in there is no Heaven nor Hell. Believe in their existence. Believe in there is something in between. Believe in the Unknown. Maybe one of you reading this could tell me if there are already factions that is beside the Jedi and the Sith, because this idea kind of bugging me now [the idea of start a story about the Unknown to tell the truth 😛, but maybe if you are interested on kick-start this concept; knock yourself out! ] Again, thank you for reading this [if you have been reading this]. And I am sorry- for the inconvenience may I have caused from this writing. May the Force be with you!
  13. TheRealDarthRevan

    Kill Belaya

    Version v1.1

    221 downloads

    ------------------- Kill Belaya v1.1 ------------------- Author TheRealDarthRevan Updated at 12:47 on Friday the 14th of July 2017 ----------- DESCRIPTION ----------- You know how when you kill Juhani as a dark jedi on Dantooine and when you arrive back at the Jedi Enclave you are confronted by Juhani's 'friend' Belaya, she says she wants to kill you. Now you can kill Belaya BEFORE Korriban and get some custom loot. This mod is in it's early stages, there will be more content to come. ------------- INSTALLATION ------------- Just run the TSL patcher and you're set. If TSL Patcher somehow does not work for you copy the contents of the TSL Patcher folder(excluding info and changes)into your Override folder. -------------- COMPATIBILITY -------------- This mod is fully K1R compatible and should be compatible with any mod unless it edits 'dan13_belaya' dialog and charactor utc. If there is a specific mod it is incompatible with PM me and I will work to get it compatible. ----- BUGS ----- None that I know of, this is a simple mod so there shouldn't be any bugs, but if you do find some PM me and i'll try to fix it. ------- THANKS ------- Thank you to Fred Tetra for KotOR Tool Bioware for making an AMAZING Star Wars game The Deadly Stream community and all those tutorials. -------- LEGAL -------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE 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.
  14. N-DReW25

    Vrook and Zhar fix

    Version 1.0

    4,054 downloads

    Vrook and Zhar fix A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 14.07.2016 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: In Kotor you go to Dantooine and meet Master Vrook, Master Zhar, Master Vandar and Master Dorak four Jedi Council members who are in charge of the Jedi Enclave of Dantooine they seem to be Okay until you watch the Revelation cutscene on the Levithian were you clearly see Zhar wearing red and Vrook wearing blue where in the original game Zhar wore blue and Vrook wore red. This Always bothered me so Because I couldn't fix the cutscene itself I decided to give Zhar and Vrook there appropriate robes Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "dan13_vrook" or "dan13_zhar" though the only mod that edits that is the k1 enchantment pack Permissions: Do NOT claim credit for this mod 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.
  15. Version

    1,932 downloads

    Abstract --------------------------------------------------- This mod was built & tested using TSLRCM 1.8.3, M4-78 EP 1.1, DeadMan's Movie-Style Jedi Master Robes 1.5 Mod & LiliArch's Savegame Pack LSMGWE 1.0. Changes --------------------------------------------------- This mod will remove the Force Alignment Restriction from Aleema Keto's Robe, Arca Jeth's Robe, Crado's Robe, Jolee's Robe, Natth Cowling, Sylvar's Robe, Thon's Robe & Darth Malak's Armor.
  16. MVacc224

    Classes, Feats, Powers & Skills Tweak

    Version

    4,068 downloads

    Abstract --------------------------------------------------- This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da & skills.2da using the TSL Patcher. Changes --------------------------------------------------- 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
  17. MVacc224

    Feats Tweak

    Version 1.4

    1,168 downloads

    1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation. 2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation. 3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation. 4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy. 5. Jedi Watchman/Sith Assassin granted Stealth Run. 6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4. 7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17. 8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up. 9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder. 12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). 14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class.
  18. MVacc224

    Character Generation - K1 Style

    Version 1.4

    722 downloads

    This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression. Jedi Guardian = Soldier Jedi Sentinel = Scout Jedi Consular = Scoundrel Changes --------------------------------------------------- 1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense & War Veteran at Character Generation. 2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense & War Veteran at Character Generation. 3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense & War Veteran at Character Generation.
  19. Marius Fett

    Jedi Malak PC Head and Fixed Animations

    Version

    510 downloads

    ---------------- Jedi Malak PC Head and Fixed Animations By Marius Fett ---------------- -------- GAME: Knights of the Old Republic DESCRIPTION: This mod fixes the Jedi Malak model so that it has all of the animations that the PC characters have. It also makes Jedi Malak into a Selectable PC Head, complete with custom portrait. INSTALLATION INSTRUCTIONS: Just run the Jedi Malak PC Head and Fixed Animations.exe file included in the download and the TSL Patcher will do the rest. BUGS: Due to the fact that the Jedi Malak model is much taller than the other PC models, there will be some slight bugs here and there with camera angles. Nothing too bad, though you may find yourself looking at your PC's chest instead of his face during certain scenes. SPECIAL THANKS: Kainzorus Prime, who has waited several years for this little mod. At last my friend, the wait is over! --------
  20. Darth_Sapiens

    Hanharr's Jedi Training

    Version V1.01

    1,545 downloads

    This mod provides darkside players with a means of training Hanharr as a dark jedi guardian, it branches off of the part where you "break" him. it also includes a new skin, portrait, and if it works correctly, when you train him his appearance should change. The read me says it requires TSLRCM 1.8.1 but anything newer should work too.
  21. ALPHA000102

    Create A Jedi Trainer

    I have tried posting this request for help in the general section but I have not received any luck so I chose to try again in mod requests. I hope that will not be a problem. I am looking to make two Jedi Trainers. I know there are mods created by Redhawke that allow you to make other members of your party into Jedi such as Carth, Canderous, and Mission. You can find them yourself at the 1st link below. The YouTube video link will show you how they work. However there is no such option for Zaalbar. I want to be shown how to make a Jedi Trainer for myself and Zaalbar. I ask to be shown how to design to characters, set their positions, and dialogue and script in the game, and how to get them to give me specific item.. I have created the dialogue and the .utc files that I want to use for both characters. You can see them in the attached files below. Now I just need to finish the rest. I have seen instructions on how to make an NPC at the final link below but I cannot understand them fully and they are not enough anyway. Besides they are decided to show you how to create a NPC to join your party when I want to just speak to an individual and receive training. Furthermore I know there is a mod that allows each party member to be a Jedi as they join your party. I do not wish to use that. With mods that can turn each other party member into Jedi incorporated into the story of the game I would like one for Zaalbar as well. I can for all the help anyone can provide. I have pasted examples of the mod I would like to have to this thread. Thank you in advance. http://www.jumpstationz.com/RedHawke/mods.html http://z6.invisionfree.com/Mandalorian16965/ar/t57.htm Carth.zip Canderous.zip RHMissionJediMod.zip Mod Files.zip
  22. I am asking for help with creating a mod I am working on. I am trying to create a new crystal for my lightsaber. I want to edit the Blue Color Crystal. Since it does nothing but affect on the color of the blade I know I will have full control of the features so I can decide what I want my lightsaber to have. I cannot use any of the other crystals because they are already hard-wired with specific aspects. I have seen new mods with new lightsabers and crystals so I am hoping for help me with this. I have the attached a copy of the .uti file that I have customized for the new crystal as well as the script files I am using for my mod so you can see what I mean. Can you please tell me what .2da files I need to edit, if any, or anything else I need to do to make the new crystal become available in the game? I may have to edit the scripts so my characters will be given it in the mod? Can you please tell me how to do that? Thank you in advance. Crystals.zip
  23. Train The Handmaiden View File One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** If installed before PartySwap by DarthTyren, then both mods should be compatible Compatible with TSLRCM Incompatible with anything that modifies the Handmaiden.dlg file, with the exception of PartySwap. Any feedback, regardless of its nature, is appreciated! Submitter jc2 Submitted 12/17/2017 Category Mods TSLRCM Compatible  
  24. darthbdaman

    Cut Modules Quest Mod Idea

    I have been messing around with the excellent Lost Modules resource, and would like to do something with the 2 most complete maps. The Czerka base on Korriban is pretty complete, and can be seen in some early screenshots. The cut shadowlands level is also usable, though there isn't any indication of what it was for. It is probable that content from the shadowlands was moved out of this module to reduce its size (this is obviously entirely speculative). I thought about NPCs that were underused, and immediately went to Garrum and Tar'eelok, the cut NPCs that duel with Vibroblades in the Jedi temple. They have basically no role except to offer Jedi Code exposition. They also use alien voice overs which is the most important consideration. The Czerka base is set up like a hallway, with a shield emitter at the far end, and the obvious plot involving a master and apprentice is to have the master get captured and the apprentice freak out. The Kashyyyk Shadowlands is also an excellent place to have Czerka dealing with the Sith outside of Korriban, as the Sith aren't really present on Kashyyyk, and it provides some interesting combat situations and potential conversation paths to turn less dedicated Czerka employees. Considering all that, I came up with this general story outline: 1. The Shadowlands lift Wookiees mentions that some heavily armed Czerka employees recently went into the Shadowlands after a ship crashed. 2. Entering into the cut Shadowlands level (either inserted in between the existing levels, or as a separate area entered from another entrance), you are attacked by Czerka guards. After fighting through them (or convincing some to run away), you meet Garrum. 3. Garrum has killed a lot of Czerka Employees and a Dark Jedi. You find out that Tar'eelok was captured. You deduce that the Czerka would take them to Korriban, as that is were Czerka and the Sith do business. 4. You then have 4 paths to follow with Garrum: 4. a. Persuade him to go to Dantooine (Light Side) 4. b. Let him go to Korriban Looking for Tar'eelok (Neutral) 4. c. Persuade him to seek Revenge on Korriban (Dark Side) 4. d. Kill him for being (or because you're) evil and giving in to anger (Dark Side) 5. You then go to Korriban and enter the Czerka facility (with identification you found in the Shadowlands). 6. You fight through Czerka Employees and Combat Droids. If Garrum is on Korriban, you have to rescue him from a holding cell while making your way through the base. You then have another conversation. Garrum always stays back to recuperate and catch up to you later. You can push him towards the Light or Dark side in this conversation. 7. Upon shutting down the shield guarding the main room, you find a Dark Jedi and a Czerka Boss, with Tar'eelok in a force cage. Garrum catches up to you at this point. If you pushed Garrum to the Dark Side he electrocutes the Czerka Boss. Either way you fight the Dark Jedi (and the Czerka Boss if alive). 8. Tar'eelok's cage opens once they are both dead. If Garrum is Dark Side, Tar'eelok will be displeased, and piss off Garrum. There are multiple results for this scene depending on what happens: 8. a. If Garrum isn't there, you can let Tar'eelok go to Dantooine or kill her. She will be sad if Garrum is already dead, and may attack you if you say the wrong things. 8. b. If Garrum is Light Side or Dark Side and talked down, she will be happy he is controlling his anger, and they will both go Dantooine 8. c. If Garrum is Dark Side and not talked down, he can be allowed (or encouraged) to kill Tar'eelok. He then runs off 9. The player may return to Dantooine at this point. If either Garrum or Tar'eelok is alive they will appear. A few different ending permutations can happen: 9. a. Garrum and Tar'eelok are alive. They appear in the courtyard outside. Tar'eelok thanks you for helping Garrum control his anger, and he is now a Padawan (regardless of when you did it) 9. b. Tar'eelok appears in the courtyard outside. She is sad and doesn't think she'll take another Apprentice. She thanks you for saving her, but wishes you could have saved Garrum. 9. c. Light Side Garrum can be found in the courtyard outside. He will inquire about Tar'eelok. The player must lie, but he can say she died in the fighting, or was executed before the player arrived. He will be upset he didn't go to Korriban. 9. d. Dark Side Garrum can be found in a bar on Tatooine working to destroy Czerka for turning his master against him. He will run off to disrupt Czerka mining operations. I think this is a fair amount of reactivity, but isn't actually that complicated in terms of setting up dialogues and events. It also gives the player a lot of potential results without feeling too contrived obviously. This is totally conceptual, but I think it makes a good use of these areas, and adds another mulitple planet spanning side quest, which are my favourite parts of the game.
  25. I have tried everything to make my Force Power mods compatible: installing them in different order, merging the .2da files, using the TSLPatcher, everything without any success. Several share the same spells.2da lines. Merging them mixes them up as does different order installation order. So I created a single one and added lines for all Force Powers. However I know I must change the line in their scripts to match my file. Consider the Four Force Powers Mod. You can see in image 1 it normally is in rows 132-144. However in my file it is in rows 135-146. I need to know how to edit the scripts to match the mods to the new rows. I can open the .ncs script files and .nss script files. But need to be shown where to look to find it and match the rows. Also if I replace the spells.2da file in each mod with mine will that make it easier for the mod to run as there would be nothing to change in the Override folder? I have placed everything in the zip folder below. The links to the mods are listed in the enclosed text document so you can look at them yourself. I ask to be shown how to edit scripts to match my spells.2da. I only need to be shown for one power. Once I get the experience one I can repeat the process for the rest myself. I give full credit to the respected authors. Please give me all help that you can. Thank you in advance. Mods And Spells.2da Files.zip