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View File Lightsaber and Force Forms This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II. Stats for the forms are as follows: Form I: Shii-Cho:- Attack +1, Defense Bonus 2 Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3 Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher) Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel) Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian) Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel) Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian) Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel) Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel) Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian) Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular) Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular) Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular) Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular) Compatibility: This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities with any mod which alters or makes use of: - the script slot for Entry 99 of kor35_utharwynn.dlg - the script slot for Entry 0 of kor39_utharwynn.dlg - the script slot for Entry 19 of dan13_belaya.dlg - the script slot for Entry 1 of k_player_dialog.dlg - unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script. - Item 99 in the droppable list for kas25_wraid.utc Credits: Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed; to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one; to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod; to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod; Also to Sith Holocron and Fair Strides, who beta-tested for me; And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience: Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update. Voice Overs: Sith Holocron as the Sith Holocron; Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh; Melissa Trudeau as the Sith Trainer. Locations of Holocrons / What they teach: NB: Do not read if you want this to be a surprise! **** Dantooine: You learn the Shii-Cho during the initial training montage. You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9. You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11. Korriban: You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords. You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow. Kashyyyk: You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands. Unknown World: You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple. **** Submitter InSidious Submitted 02/25/2015 Category Mods K1R Compatible No
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- kotor mod
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Version 1.6
6,567 downloads
This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II. Stats for the forms are as follows: Form I: Shii-Cho:- Attack +1, Defense Bonus 2 Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3 Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher) Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel) Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian) Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel) Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian) Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel) Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel) Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian) Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular) Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular) Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular) Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular) Compatibility: This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities with any mod which alters or makes use of: - the script slot for Entry 99 of kor35_utharwynn.dlg - the script slot for Entry 0 of kor39_utharwynn.dlg - the script slot for Entry 19 of dan13_belaya.dlg - the script slot for Entry 1 of k_player_dialog.dlg - unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script. - Item 99 in the droppable list for kas25_wraid.utc Credits: Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed; to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one; to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod; to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod; Also to Sith Holocron and Fair Strides, who beta-tested for me; And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience: Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update. Voice Overs: Sith Holocron as the Sith Holocron; Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh; Melissa Trudeau as the Sith Trainer. Locations of Holocrons / What they teach: NB: Do not read if you want this to be a surprise! **** Dantooine: You learn the Shii-Cho during the initial training montage. You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9. You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11. Korriban: You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords. You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow. Kashyyyk: You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands. Unknown World: You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple. ****- 24 comments
- 4 reviews
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- kotor
- kotor holocrons
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View File K1 MP3 Player Description This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten. It allows you to play your own music in-game, through a device called Music Player. Activating this device allows you to play one of 25 tracks of your own, or to return to playing the game's default music. It will do this via a dialogue menu. I've made a couple of improvements over the original: 1) This mod allows you to use 25 tracks, instead of 20; 2) This mod allows you to reset to the game's default music whenever you want, using the 'Play local radio' option (n.b.: 'Known Bugs', below). You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks, or you can get it in game from your footlocker on the Endar Spire. Installation Installation of this mod comes in two parts. 1) Use the TSLPatcher .exe included to install the base mod (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.) 2) Adding your tracks to the game: i. Select up to 25 tracks that you have on your computer. These *must* be in MP3 format. ii. Copy the tracks to a new folder. iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3 iv. Copy the renamed files to your StreamMusic folder inside the base game folder. Uninstallation 1. Delete the new tracks you added to your StreamMusic folder. 2. Delete the following files from your Override folder: di_mp3.ncs di_mp3.uti di_mp3p.dlg di_mp3p_1.ncs di_mp3p_2.ncs di_mp3p_3.ncs di_mp3p_4.ncs di_mp3p_5.ncs di_mp3p_6.ncs di_mp3p_7.ncs di_mp3p_8.ncs di_mp3p_9.ncs di_mp3p_10.ncs di_mp3p_11.ncs di_mp3p_12.ncs di_mp3p_13.ncs di_mp3p_14.ncs di_mp3p_15.ncs di_mp3p_16.ncs di_mp3p_17.ncs di_mp3p_18.ncs di_mp3p_19.ncs di_mp3p_20.ncs di_mp3p_21.ncs di_mp3p_22.ncs di_mp3p_23.ncs di_mp3p_24.ncs di_mp3p_25.ncs di_mp3r.ncs k_pend_traskdl40.ncs k_petd40_o.ncs 3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder, you can copy the following files backed up there, and use them to overwrite the copies in the Override folder: ambientmusic.2da globalcat.2da spells.2da However, it is advised that you do NOT do this unless absolutely necessary, as these files are used in a lot of other mods. Known Bugs and Incompatibilities Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat. It should return to the normal mode area music once this finishes playing, though. This mod alters a (very small) part of the introductory dialogue with Trask on the Endar Spire, so it may not work with mods which do the same (such as mods allowing you to play as a Jedi from the start). Credits and Thanks HouseOfAmon for the original mod this is based off - it was a great idea! Submitter InSidious Submitted 02/22/2023 Category Mods K1R Compatible Yes
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- swkotor mod
- kotor custom music
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Version 1.0.0
116 downloads
Description This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten. It allows you to play your own music in-game, through a device called Music Player. Activating this device allows you to play one of 25 tracks of your own, or to return to playing the game's default music. It will do this via a dialogue menu. I've made a couple of improvements over the original: 1) This mod allows you to use 25 tracks, instead of 20; 2) This mod allows you to reset to the game's default music whenever you want, using the 'Play local radio' option (n.b.: 'Known Bugs', below). You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks, or you can get it in game from your footlocker on the Endar Spire. Installation Installation of this mod comes in two parts. 1) Use the TSLPatcher .exe included to install the base mod (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.) 2) Adding your tracks to the game: i. Select up to 25 tracks that you have on your computer. These *must* be in MP3 format. ii. Copy the tracks to a new folder. iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3 iv. Copy the renamed files to your StreamMusic folder inside the base game folder. Uninstallation 1. Delete the new tracks you added to your StreamMusic folder. 2. Delete the following files from your Override folder: di_mp3.ncs di_mp3.uti di_mp3p.dlg di_mp3p_1.ncs di_mp3p_2.ncs di_mp3p_3.ncs di_mp3p_4.ncs di_mp3p_5.ncs di_mp3p_6.ncs di_mp3p_7.ncs di_mp3p_8.ncs di_mp3p_9.ncs di_mp3p_10.ncs di_mp3p_11.ncs di_mp3p_12.ncs di_mp3p_13.ncs di_mp3p_14.ncs di_mp3p_15.ncs di_mp3p_16.ncs di_mp3p_17.ncs di_mp3p_18.ncs di_mp3p_19.ncs di_mp3p_20.ncs di_mp3p_21.ncs di_mp3p_22.ncs di_mp3p_23.ncs di_mp3p_24.ncs di_mp3p_25.ncs di_mp3r.ncs k_pend_traskdl40.ncs k_petd40_o.ncs 3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder, you can copy the following files backed up there, and use them to overwrite the copies in the Override folder: ambientmusic.2da globalcat.2da spells.2da However, it is advised that you do NOT do this unless absolutely necessary, as these files are used in a lot of other mods. Known Bugs and Incompatibilities Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat. It should return to the normal mode area music once this finishes playing, though. This mod alters a (very small) part of the introductory dialogue with Trask on the Endar Spire, so it may not work with mods which do the same (such as mods allowing you to play as a Jedi from the start). Credits and Thanks HouseOfAmon for the original mod this is based off - it was a great idea!- 1 comment
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- swkotor mod
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View File HK Stats Rework Description By default, HK-47 has 16 points in Strength, and only 10 in Constitution. This strength stat is almost completely useless, since HK is unable to wield melee weapons. So I have swapped his Constitution and Strength base stats, which should (hopefully) make him a bit more viable as a companion. Installation Double-click 'Install [K1] HK Stats Rework' and use the installer as intended. Uninstallation Remove p_hk47.utc from your Override folder. If TSLPatcher saved a previous version of this file to the backup folder, copy the version in the backup folder into your Override folder. Submitter InSidious Submitted 02/23/2023 Category Mods K1R Compatible Yes
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- kotor companion
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Version 1.0.0
372 downloads
Description By default, HK-47 has 16 points in Strength, and only 10 in Constitution. This strength stat is almost completely useless, since HK is unable to wield melee weapons. So I have swapped his Constitution and Strength base stats, which should (hopefully) make him a bit more viable as a companion. Installation Double-click 'Install [K1] HK Stats Rework' and use the installer as intended. Uninstallation Remove p_hk47.utc from your Override folder. If TSLPatcher saved a previous version of this file to the backup folder, copy the version in the backup folder into your Override folder.- 1 comment
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- kotor modding
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The Qel Cay Droma robes from the comics could be made using the onderon soldier armor model from tsl as the base. I saw a lore friendly reskin of the normal jedi robes that mimic the comic style robes and i liked the idea.. than I saw the onderon soldier and a light bulb went off in my head. It's the perfect model to use to make some custom Qel Cay Droma robes, CAN SOMEONE PLEASE MAKE THIS A THING?
- 18 replies
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- 2
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Version 2.0
427 downloads
Description The sonic screwdriver comes from the planet Gallifrey, in the constellation of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock things, it also has its uses as a weapon, particularly against machines. Damage Bonus, Sonic +2 Damage Bonus vs. Droids, Ion +1-4 Repair +2 To get it in-game, it can be purchased from Crattis Yurkal on Dantooine. Alternatively, you can get it by typing "giveitem di_ssd_01" and "giveitem di_ssd_02" into the console, without quote, and hitting the return key. This mod adds two items to the game: a weapon, the stats of which are outlined above, and a useable item. The useable item will allow the player to open closed doors and unlock placeable items, dependent on scoring 15 or higher on a random number generator out of 20. If not, the effect will fizzle. The player also needs to have the sonic screwdriver weapon actually equipped at the time in order to use this. N.B.: This mod is incompatible with any other which modifies the file "dan13_crattis.dlg". Installation Double click on "Install Sonic Screwdriver for KotOR I", and hit the "Install Mod" button. Uninstallation Remove the following files from your Override folder: di_ss_01.ncs di_ss_01.tga di_ss_01.txi di_ssd_01.dlg di_ssd_01.uti di_ssd_02.uti ip_pltuseitem_241.tga iw_SonicPstl_241.tga w_SonicPstl_241.mdl w_SonicPstl_241.mdx If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game. Credits & Thanks -Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly; -Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model; -Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground. -Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first.- 6 comments
- 2 reviews
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- kotor items
- dr who
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File Name: Teta's Royal Band Restored File Submitter: InSidious File Submitted: 29 Sep 2014 File Category: Skins A.M.D.G. Teta's Royal Band Restored ========================== by Darth InSidious ------------------ Description ----------- This mod restores Teta's Royal Band to the game. The object grants stealth field nullification. As such, it isn't actually of any use in the game at all, but it's still quite interesting. I've also restored the model for the item, which for some reason Bioware cut before they cut the item itself. It can be found in Woorwill's home on Kashyyyk, or cheated into your inventory by typing 'giveitem g_i_mask13', without the quotation marks. Installation ------------ Double click on "Install Teta's Royal Band Restored.exe", and then click "Install mod". Uninstallation -------------- Remove from your Override folder: g_i_mask13.uti i_mask_015.mdl i_mask_015.mdx ii_mask_015.tga If you have not installed another mod which modifies kas23ab_cont_01.utp, remove that file as well. Contact me ---------- In case of bugs, queries, feedback, or comments, I can be contacted at www.lucasforums.com , or by email at cringe909@hotmail.com. Disclaimer ---------- LucasArts and Obsidian Entertainment Inc. own all the copyrights etc. It all belongs to them. This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server, or as part of a torrent, except with the expressed permission of the author. Credits & Thanks ---------------- With thanks to: The various KotOR 1 Restoration Project teams, whose work inspired this very small mod; Andargor whose item mods first made a version of this object available; Fred Tetra, stoffe, and Edward T. Smith for KotOR Tool, TSLPatcher, and NWNNSSCOMP respectively; Holowan Labs for being the pre-eminent resource for modding information and feedback; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. L.D.S. Click here to download this file
- 4 replies
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- kotor 1 mods
- kotor 1 mod
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Version 2.0
59,234 downloads
Hi-Res Beam Effects for K1 ========================== by Darth InSidious ================== Description ----------- This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions. The mod does not replace the Death Field or Force Lightning effects effects. Installation ------------ Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder. Uninstallation -------------- Take the files out again. Legal Disclaimer ---------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: ---------- Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects; Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .- 6 comments
- 11 reviews
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- 4
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- kotor drain life
- kotor lightning
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770 downloads
A.M.D.G. Teta's Royal Band Restored ========================== by Darth InSidious ------------------ Description ----------- This mod restores Teta's Royal Band to the game. The object grants stealth field nullification. As such, it isn't actually of any use in the game at all, but it's still quite interesting. I've also restored the model for the item, which for some reason Bioware cut before they cut the item itself. It can be found in Woorwill's home on Kashyyyk, or cheated into your inventory by typing 'giveitem g_i_mask13', without the quotation marks. Installation ------------ Double click on "Install Teta's Royal Band Restored.exe", and then click "Install mod". Uninstallation -------------- Remove from your Override folder: g_i_mask13.uti i_mask_015.mdl i_mask_015.mdx ii_mask_015.tga If you have not installed another mod which modifies kas23ab_cont_01.utp, remove that file as well. Contact me ---------- In case of bugs, queries, feedback, or comments, I can be contacted at www.lucasforums.com , or by email at cringe909@hotmail.com. Disclaimer ---------- LucasArts and Obsidian Entertainment Inc. own all the copyrights etc. It all belongs to them. This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server, or as part of a torrent, except with the expressed permission of the author. Credits & Thanks ---------------- With thanks to: The various KotOR 1 Restoration Project teams, whose work inspired this very small mod; Andargor whose item mods first made a version of this object available; Fred Tetra, stoffe, and Edward T. Smith for KotOR Tool, TSLPatcher, and NWNNSSCOMP respectively; Holowan Labs for being the pre-eminent resource for modding information and feedback; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. L.D.S.- 1 comment
- 4 reviews
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- kotor i mod
- kotor mod
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228 downloads
This pack contains two major elements. First, images for use as icon files, depicting one (blue) Jedi holocron and one Sith holocron. Second, it contains two placeable files and accompanying textures, for one (blue) Jedi holocron and one Sith holocron, on pedestals. There are versions of these models for KotOR I and KotOR II. N.B.: This is not a mod. Placing these files in your Override folder on their own will have no effect on your game whatsoever. Permissions You may use and modify these files however you wish in any mod that you wish, with three conditions: First, you must credit me in the Readme file or other mod descriptions (i.e., TSLPatcher info.rtf, or the file description online) as the original author of these files. Second, you must include a copy of this readme file with any mod released containing any or all of these resources. Third, that you may not reupload these files, unaltered and on their own, to any website without my expressed, written permission. This does not mean you need my permission to include them in a mod, or to upload modified versions, I just don't want this modder's resource mirrored all over the web without my knowledge. Known Bugs/Issues - The Sith holocron pedestal has some UV map issues. Attempts to fix this only broke the holocron model itself. Credits and Thanks - Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models; - thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed; - to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; - to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; - and to Obsidian, Bioware, and LucasArts, for making both KotOR games. -
Version 2.0
561 downloads
Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade. This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades. One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage. The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less.- 4 comments
- 2 reviews
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- kotor mod
- kotor mods
- (and 8 more)
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576 downloads
The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful. Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields. Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy. This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Taris, in the Garage Head's desk in the Black Vulkar Base.- 1 comment
- 2 reviews
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- halo
- energy sword
- (and 5 more)
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722 downloads
Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: m19aa - the original Tatooine temple, in which you had to retrieve the information from the Star Map inside a Sarlacc's maw. m21aa - Evidently a Czerka depot, possibly on Korriban. m25ab - Part of Kashyyyk, possibly the level of the Shadowlands that was cut? m45mg - Some kind of early Tatooine swoop racing area? m47aa - ? Used for a cutscene that no longer appears in-game? PLCaa - Some kind of basic area functionality test, at a guess. MQATester - Darkkender thought this was possibly for Quality Assurance, and it would seem likely that it was either for this, or E3. A few notes ----------- -M45MG - The booster pads and obstacles were set in the .git and .lyt files, as I recall, and are copied straight from the ones in the final version of the Tatooine swoop track. I would recommend caution when editing these settings. Also, for using this area in-game, it is very much advisable to use the included .vis file. Otherwise you won't be able to see where you are going. -M19AA - Likewise on the .vis file being compulsory. -M21AA - I have heard that this can sometimes crash. If this is a problem, try removing the placeables from the .git file, and recompiling. -
File Name: [K1/TSL] Modder's Resource - Holocrons File Submitter: InSidious File Submitted: 26 Jul 2015 File Category: Modding Tools This pack contains two major elements. First, images for use as icon files, depicting one (blue) Jedi holocron and one Sith holocron. Second, it contains two placeable files and accompanying textures, for one (blue) Jedi holocron and one Sith holocron, on pedestals. There are versions of these models for KotOR I and KotOR II. N.B.: This is not a mod. Placing these files in your Override folder on their own will have no effect on your game whatsoever. Permissions You may use and modify these files however you wish in any mod that you wish, with three conditions: First, you must credit me in the Readme file or other mod descriptions (i.e., TSLPatcher info.rtf, or the file description online) as the original author of these files. Second, you must include a copy of this readme file with any mod released containing any or all of these resources. Third, that you may not reupload these files, unaltered and on their own, to any website without my expressed, written permission. This does not mean you need my permission to include them in a mod, or to upload modified versions, I just don't want this modder's resource mirrored all over the web without my knowledge. Known Bugs/Issues - The Sith holocron pedestal has some UV map issues. Attempts to fix this only broke the holocron model itself. Credits and Thanks - Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models; - thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed; - to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; - to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; - and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Click here to download this file
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File Name: Sonic Screwdriver File Submitter: InSidious File Submitted: 20 Oct 2014 File Category: Mods TSLRCM Compatible: Yes Description The sonic screwdriver comes from the planet Gallifrey, in the constellation of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock things, it also has its uses as a weapon, particularly against machines. Damage Bonus, Sonic +2 Damage Bonus vs. Droids, Ion +1-4 Repair +2 To get it in-game, it can be purchased from Dendis Dobo. Alternatively, you can get it by typing "giveitem di_ssd_01" and "giveitem di_ssd_02" into the console, without quote, and hitting the return key. This mod adds two items to the game: a weapon, the stats of which are outlined above, and a useable item. The useable item will allow the player to open closed doors and unlock placeable items, dependent on scoring 15 or higher on a random number generator out of 20. If not, the effect will fizzle. The player also needs to have the sonic screwdriver weapon actually equipped at the time in order to use this. N.B.: This mod is incompatible with "Dendis' Secret Stash" mod by JCarter426. Installation Double click on "Install Sonic Screwdriver for KotOR 2", and hit the "Install Mod" button. Uninstallation Remove the following files from your Override folder: dendis.dlg di_202_buy.ncs di_202_c1.ncs di_202_c2.ncs di_202_s1.ncs di_ss_01.ncs di_ss_01.tga di_ss_01.txi di_ssd_01.dlg di_ssd_01.uti di_ssd_02.uti ip_pltuseitem_241.tga iw_SonicPstl_241.tga w_SonicPstl_241.mdl w_SonicPstl_241.mdx If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game. Credits & Thanks -Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly; -Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model; -Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground. -Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Click here to download this file
- 1 reply
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- kotor lightning
- kotor modding
- (and 8 more)
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File Name: Mandalorian Battle Blades File Submitter: InSidious File Submitted: 18 Feb 2015 File Category: Mods Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade. This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades. One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage. The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less. Click here to download this file
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- kotor mod
- kotor mods
- (and 8 more)
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File Name: Green Level-Up Icon File Submitter: InSidious File Submitted: 20 Oct 2014 File Category: Mods TSLRCM Compatible: Yes Description This mod changes the level-up icon from yellow to green, to fit better with the rest of the game's UI. Installation Just drop the files lbl_levelup.tga into your Override folder. Uninstallation Take it out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this Click here to download this file
- 2 replies
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- kotor mod
- kotor mods
- (and 8 more)
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File Name: Sonic Screwdriver File Submitter: InSidious File Submitted: 20 Oct 2014 File Category: Mods Description The sonic screwdriver comes from the planet Gallifrey, in the constellation of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock things, it also has its uses as a weapon, particularly against machines. Damage Bonus, Sonic +2 Damage Bonus vs. Droids, Ion +1-4 Repair +2 To get it in-game, it can be purchased from Crattis Yurkal on Dantooine. Alternatively, you can get it by typing "giveitem di_ssd_01" and "giveitem di_ssd_02" into the console, without quote, and hitting the return key. This mod adds two items to the game: a weapon, the stats of which are outlined above, and a useable item. The useable item will allow the player to open closed doors and unlock placeable items, dependent on scoring 15 or higher on a random number generator out of 20. If not, the effect will fizzle. The player also needs to have the sonic screwdriver weapon actually equipped at the time in order to use this. N.B.: This mod is incompatible with any other which modifies the file "dan13_crattis.dlg". Installation Double click on "Install Sonic Screwdriver for KotOR I", and hit the "Install Mod" button. Uninstallation Remove the following files from your Override folder: di_ss_01.ncs di_ss_01.tga di_ss_01.txi di_ssd_01.dlg di_ssd_01.uti di_ssd_02.uti ip_pltuseitem_241.tga iw_SonicPstl_241.tga w_SonicPstl_241.mdl w_SonicPstl_241.mdx If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game. Credits & Thanks -Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly; -Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model; -Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground. -Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Click here to download this file
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- kotor mod
- kotor mods
- (and 8 more)
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File Name: Thinner Health and Force Power Bars File Submitter: InSidious File Submitted: 20 Oct 2014 File Category: Mods TSLRCM Compatible: Yes Description This mod changes the health and force power bars on the HUD to be thinner. N.B.: This mod has only been tested at 1280x768 resolution on the PC. It does not replace the Xbox versions of the UI, and may not work at lower resolutions. Installation Just drop the files uibit_bar_fp_p.tga and uibit_bar_vp_p into your Override folder. Uninstallation Take them out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this Click here to download this file
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- kotor mod
- kotor mods
- (and 8 more)
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View File [K1] Hi-Res Beam Effects Hi-Res Beam Effects for K1 ========================== by Darth InSidious ================== Description ----------- This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions. The mod does not replace the Death Field or Force Lightning effects effects. Installation ------------ Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder. Uninstallation -------------- Take the files out again. Legal Disclaimer ---------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: ---------- Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects; Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Submitter InSidious Submitted 11/15/2012 Category Mods
- 2 replies
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- kotor visual effects
- kotor drain life
- (and 8 more)
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File Name: Lost Modules Pack File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: m19aa - the original Tatooine temple, in which you had to retrieve the information from the Star Map inside a Sarlacc's maw. m21aa - Evidently a Czerka depot, possibly on Korriban. m25ab - Part of Kashyyyk, possibly the level of the Shadowlands that was cut? m45mg - Some kind of early Tatooine swoop racing area? m47aa - ? Used for a cutscene that no longer appears in-game? PLCaa - Some kind of basic area functionality test, at a guess. MQATester - Darkkender thought this was possibly for Quality Assurance, and it would seem likely that it was either for this, or E3. A few notes ----------- -M45MG - The booster pads and obstacles were set in the .git and .lyt files, as I recall, and are copied straight from the ones in the final version of the Tatooine swoop track. I would recommend caution when editing these settings. Also, for using this area in-game, it is very much advisable to use the included .vis file. Otherwise you won't be able to see where you are going. -M19AA - Likewise on the .vis file being compulsory. -M21AA - I have heard that this can sometimes crash. If this is a problem, try removing the placeables from the .git file, and recompiling. Click here to download this file