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Found 434 results

  1. Version 1.5

    73,387 downloads

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  2. 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  
  3. Version 1.6

    4,477 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. ****
  4. One other fan had an idea. How about a mod that alters Calo Nord's appearance on Leviathan and one of the Star Map planets? Maybe include some cybernetics or wounds? There's no way Calo would survive a pile of metal unharmed.
  5. Version 1.01

    24,253 downloads

    Author: Kainzorus Prime Mod Name: PC Response Moderation ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== Ever since my first playthrough, I always found some of the PC responses to range from jarring to downright idiotic. Mainly the ones ending with exclamations. The light side responses sounded childish, naive and overly enthusiastic at random points, rather than adhere to a code which said to moderate emotions. The dar kside responses on the other hand lacked any sort of finesse, and sounded like they were spoken by a perpetually angry pubescent child. This mod was designed to tone down these particular sets of responses by removing the exclamations and replacing them with fullstops, and/or rewriting the lines to more apropriate ones. 2. Instalation: ========= Unpack the dialog.tlk file into the main KotOR directory. When asked to overwrite the original, select yes. 3. Usage ========= The mod will replace the lines as soon as the dialog.tlk is placed into the main KotOR folder. 4. REMOVAL: =========== Download default dialog.tlk file here - http://www.starwarsknights.com/tools.php#de Replace the modded file with the one downloaded from the link above. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  6. Hey i am using the 1.5.2 version of the holocron toolset. It is quite easy for beginners. What i cant figure out properly is , how to make a stationary NPC move randomly on a given level/map using this tool. Thank you
  7. aazlm

    Pazaak Wizard for K1

    Version 1.0

    1,651 downloads

    ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by 0. This mod has been made for KotOR. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Should be compatible with any mod that does not affect pazaak decks. ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify few lines in "pazaakdecks.2da", preserving compatibility with other mods that already have modified this file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  8. Version 2.0.0

    12,394 downloads

    This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb
  9. Version 1.0.2b

    3,204 downloads

    This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. # Background # The blade of the fallen, Ajunta Pall's Blade - I have always thought about something that is dark-enigmatic about the blade after hearing those words, so this project was started to accommodate the idea. # About this Mod # This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. The new blade is using the amazing IRobert's [K1] Vibroweapons replacement pack retexture base texture and model, which having that science-fantasy feeling to its design and concept. I edited them later particularly on coloring and scheming to match my interpretation of the blade. IRobert gave permission for everyone to freely use, change or modify the mod with *redistribution* policies applies. * With v1.0.2 included the model fix kindly provided by the infamous Dark Lord of the Sith, DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting. The new blade trying to fits the concept of the true Ajunta Pall's blade, which described as - Those features can be seen on the blade now. # Final Remarks # I suggest you to install VarsityPuppet's Spectral Ajunta Pall Canonical Appearance first and then install this mod after. This mod aims to complete the Ajunta Pall's personal items part. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Choose your installation preferences - then run the installer [TSLPatcher.exe] and hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove these items from the Override folder - ireb_apallblade.tpc ireb_apb_glow01.tpc ireb_apb_glow02.tpc iw_vbrdblswd_037.tpc w_vbrdblswd_037.mdl w_vbrdblswd_037.mdx Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build There's an option for this mod to be compatible with VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped. Just make sure to choose it only after those mods has The main installation of this mod is not compatible with the said mods, and/or any mods that hard-overwrite the Tomb of Ajunta Pall/korr_m37aa module For this mod to be fully effective you should at least load a saved game before entering the Tomb of Ajunta Pall [korr_m37aa] module The mod is play-tested with both the latest version of KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered everywhere. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to IRobert, DeadMan, seph6, RevanDark, DarthParametric, BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warmwelcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played IRobert, DeadMan, seph6, and RevanDark for [K1] Vibroweapons replacement pack retexture DarthParametric for his assistance on GFF editing in v1.0.1 and the model fix in v1.0.2 and ultimately for the past-present knowledge which allows me to create customs also for all his outstanding creation that I am a fan of VarsityPuppet for the permission to have Spectral Ajunta Pall Canonical Appearance being awesomely stand-out in the screenshots and inspiring me with his work JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax ndix UR for tga2tpc stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them TK102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the mod's users that provides reviews and constructive feedbacks pre v1.0.2 - gerblul, todevuch, JustABitAgroed, Ebony Moon etc. All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb
  10. is there a better version OR an alternate version of Call of Aid for both Kotor and Kotor 2? or has someone made any spawner mods that are better than these (I have tried JC toolset)?
  11. Version 1.1.1

    16,556 downloads

    This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version. # Background # The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance. # About this Mod # Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format: [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first. # Final Remarks # There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button! Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated] Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb
  12. Version 1.0.1

    1,585 downloads

    Have you tried playing KOTOR 1 at high resolution? Then you must have noticed the text does NOT scale with higher resolution! As a result, text can look embarassingly small . Fortunately, this mod contains an assortment of font files that the game can use. They are organized by various sizes and types of text the game uses, they are also interchangeable. Using these files should give players much more comfort when playing in high resolutions. These fonts were NOT my creation! They were found and extracted from the Russian 🇷🇺 version of KOTOR, which inexplicably has larger fonts with a variety of sizes; on top of being able to work in English as well. An unfortunate side effect however is that you will not be able to see small numbers, the count of grenades for example, via the HUD. This is a problem with the game in it of itself and how it handles small HUD elements. I am unable to fix this, as this would require a new HUD entirely to fix. If someone wishes to fix this, they are welcome to; but that job is beyond my capabilities. Hopefully everyone who wishes to play KOTOR in high resolution will get to have a more enjoyable experience, and one of the more common problems facing the community can be properly addressed. WARNING: This is NOT compatible with KOTOR 2 TSL. This only exclusively works with K1. As far as I know, there are no compatibility issues with other mods. However if you come across any errors or something that is not working as intended, please let me know here or via my Discord: Xela#6419
  13. Hi all, Ive been trying to troubleshoot modelling a lightsaber in kotor for a fair while now and I cant get the blade to be visible when in game. I have the model linked to all its parents and children in the correct order and the lightsaber itself appears in game, but the blade is invisible. I have tried linking and exporting with both the kotormax interface and the inbuilt 3dsmax interface to no avail. Needless to say im stumped. Ive attatched a screenshot of a standard lightsaber and my design (with blade problem & no texture) in-game. Thanks in advance. Using: 3dsmax 2019, kotormax v0.4.1, kotortool (most recent), MDLOps 1.0.0, kotor steam version
  14. Hi everyone, hope were all having a good day I'm super new to modding and modeling in kotor, let alone any game and im trying to make and import a custom lightsaber model into kotor 1. Ive followed a number of youtube tutorials but come up stuck. Ive made my model and saved it as an mdl file, put into kotor etc, then when I whip out the lightsaber it is invisible in game. Im using 3ds max to create a model and kotor tool + mdlops to convert it all to something kotor can read. The main info im going off is in (https://www.youtube.com/watch?v=DPeUit0j5yY&ab_channel=TutorialTim). Please forgive me if im doing something blindly wrong, I have essentially no idea what i'm doing, Any help would be greatly appreciated.
  15. Hi! Looking to use Bastila's clothes for PC and I tried Redhawke's Bastila Clothes for PC 1.0.0, but the collar has the same issue as the default female armours. Would someone be able to apply the same fix to Bastila's mdl as the Female Armours Collar Fix? Thanks! LadyTevish
  16. SWEET MOTHER OF BUNNIES I got it working!! So it seems the issue is that - for whatever reason - while the Female versions of the mdl/mdx worked, it was looking for the Male texture which didn't match. So I renamed the Female texture to PMBJ02.tga and it works! (I'm assuming the Male texture would have to be used for male MCs). Man oh man lol. I'd still like a little advice on how to make it a regular option for a future game (without replacing an existing colour, I know how to do that). Success! ^-^ LadyTevish ------- Original request: Hi! I absolutely love downloading mods for my game, and I've even started tweaking a few things myself. But I seem to have hit a snag. I downloaded the gold robes from @Kainzorus Prime's K1 Jedi Robes Replacement Pack (as Don Kain) hoping I could rename the files and use that as my Star Forge robes (See picture). It's close but it's not quite right. What am I missing? I was also wondering how one would add these robes as an option for the rest of the game while not replacing any existing jedi coloured outfits. I've downloaded a few mods with new items (such as Yuthura's Gift in the Yuthura Ban recruitment mod) but I'm not sure how to go about it myself. Thanks! PS: though these robes are not an option for a player in the base game, any chance they might have an icon I could use? ^-^ This is what I get (left)
  17. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by leveling them up and equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their each character's individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need Juhani → Threat from Xor Jolee → After Final Dialogue HK-47 → Finishing repairs T3-M4 → Finishing a custom dialog The bonuses would include leveling the character to make them equal to the player as well as the following: Progress: Released version 1.0! [1/26/2022] Credits (Will continue to update as I go): Big thanks to Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for DarthParametric as they talked through issues Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher JC & Sdub for helping find Xor’s .dlg file djh268 for their full game saves I used for testing StellarExile & N-Drew25 for taking a look at my mod before release Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor Stoffe & Fair Strides - TSLPatcher
  18. View File [K1] Cool Saber Icons This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb Submitter ebmar Submitted 12/10/2018 Category Skins K1R Compatible Yes  
  19. Version 1.0.1

    158 downloads

    This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb
  20. View File [K1] Alignment Fancy Bits This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb Submitter ebmar Submitted 12/23/2021 Category Mods K1R Compatible Yes
  21. Version 1.0.0

    36 downloads

    Deleted... this file was posted in the wrong place sorry...
  22. View File Scruffy beard for PMHH01 WIP Deleted... this file was posted in the wrong place sorry... Submitter Saul_R97 Submitted 12/26/2021 Category Skins K1R Compatible Yes  
  23. Version 1.0.0

    171 downloads

    This is both a mod in itself, and a resource for modders to use. It allows data from KotOR 1 to be imported into TSL. It is extensible, so modders can very easily map variable values from KotOR 1 to KotOR 2 without any scripting required. There are several reasons why it might be useful to allow TSL to load data from a KotOR 1 save. The obvious example of where this would be useful is at the start of TSL when talking to Atton for the first time (where the player's choices determine what the game believes happened in the first game). It would be better if the game were aware of this without asking the player directly. Ideally, this would be TSL itself reading a KotOR 1 save, but for several reasons this is not feasible. Modders might also want to create new content which bridges between KotOR 1 and KotOR 2. For example, a mod which extends the KotOR/TSL storyline might benefit from knowing decisions that the player made in both games. Alongside the app (app.exe) is a folder called "requirements". This contains a yaml file "revan.yaml", which is an example of how you can dynamically tell the save importer which variables to import from KotOR 1, what variables to assign them to, and how to map the variables across. You can optionally install the file "101atton.dlg", which will change the initial conversation with Atton to no longer ask the player for information about KotOR 1 (because the game already knows this information, since you imported the data directly from your KotOR 1 save). IMPORTANT NOTES - You need to have a KotOR save which is far enough into the game that the ending has been determined. A save during the final battle of the game should be sufficient for this. If you don't have such a save, the variable "G_FinalChoice" can be manually set it in the GUI interface to the appropriate value (0 for LS ending, 1 for DS ending). - You can set/change variables within the tool using the GUI. - The mod was tested with TSLRCM; I make no guarantees about whether it would work without it. COMPATIBILITY This mod is compatible with TSLRCM. This mod changes the script "k_kreia_spawn", and (optionally) the DLG 101atton.dlg, and therefore should be compatible with any mod that does not change either of these scripts (except for TSLRCM, whose changes are incorporated into our files). Please ensure you install TSLRCM before installing this mod. INSTALLATION Please ensure you install TSLRCM before installing this mod. To use this tool, please follow these instructions: 1. Extract the compressed files, and run the executable "app.exe". 2. If you want to automatically import data from a KotOR 1 save, press the button "Load from KotOR 1 save". This will open a file selection box; navigate to the KotOR 1 save you wish to load from (it should be a folder). Select the folder and press "Select Folder". You can also manually edit/change the values in the GUI to your liking. Pressing "Create without KotOR 1 save" resets all values to their defaults. 3. Once you've imported and/or set the values to your liking, press "Write Script". The tool will then generate a file "k_kreia_spawn.ncs" in the folder alongside "app.exe". 4. Copy the file "k_kreia_spawn.ncs" into your TSL overrides folder. If you want to include the Atton dialog changes as well, copy the DLG file "101atton.dlg" into the TSL overrides folder too. UNINSTALLATION Delete the files "k_kreia_spawn.ncs", and "101atton.dlg" (if you installed it), from your overrides folder. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames), Thor110, and VarsityPuppet. Thanks for VarsityPuppet for the idea for this tool, and our discussions on its implementation. Thanks also to Thor110 for his great advice and assistance with editing the DLG files (which I've never done before as I'm new to KOTOR modding). Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the unerf and gff2xml tools from xoreos-tools to read data from KotOR 1 saves. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Thanks also to Fred Tetra for creating the KotOR version of nwnnsscomp.exe, which is also used in this tool for compilation.
  24. PFHC05 mira replacer like this model @Effix made. not sure if it's possible. https://deadlystream.com/profile/28754-effix/
  25. Version 2.2.1

    604 downloads

    Changes Juhani's appearance to a more pleasant looking Cathar woman in game, based on official Star Wars graphic novel visual concepts/references. Released: 12 March 2015 Author: Cerez Description: Based on official, Star Wars Expanded Universe visual references, this mod completely changes Juhani's hostile default appearance in the game to a more-broadly-accepted-canon-like, unique, young Cathar woman players can find more relatable, to compliment her story arc. A number of years were spent detail refining this mod to make it feel like it was always meant to be a part of the original game. Instructions: Place all the files in the Files folder into your game's Override folder. To make best use of this mod, I recommend also copying the files in the Extra folder to Override, because they serve to fix some debilitating bugs in Juhani's quest, and restore some of her removed dialogue from the original game -- therefore completing her involvement in the game's story. Credits: This mod is built on Shem's "Juhani - Total Makeover" mod, which used Mjpb3's head skin as a base, and its head model was exported/made by Kha. In addition, I've had generous help from DarkLordXana, who was kind to help me give Kha's head model Cathar features (sharp teeth, flatter nose), and to whom I am forever grateful for their support. Model (Export): Kha Skin: Mjpb3 Juhani Mod and Cathar Reskin: Shem Cathar Model Tweaks: DarkLordXana New Cathar Reskin and Icon: Cerez Bug Fixes: Darth333, RPGClassics, Kexikus Dialogue Restoration: KotOR1 Restoration (K1R) Team License: You may freely use, develop, and release this mod in any way you like as long as you provide due credit for everyone's work involved. Naturally, I'm not taking any responsibilities for any misuse or damage that may arise from the use of this mod. There are no warranties or guarantees. Take it as is. Enjoy.