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Found 48 results

  1. This may take a while to release while I fix all the bugs, but I've made decent progress in just a single day, so that's great. Ever wanted to take the underdog and worst duelist in all of Taris on an adventure? Well, soon, (with any luck) you can! Take Duncan with you as you explore the galaxy, unique dialogue, pazaak, and the ability to make stuff! He replaces T3-M4, Janice has new dialogue: There is plans to add (voiceless) banter between Duncan and characters like Mission, Carth, & HK-47! His voiced dialogue is staying in, as I believe it'd be a bit silly to get rid of any of his voiced dialogue Even further down the line I'd like to add an entire questline, and maybe SOMEDAY get a decent voice-actor, but all of that is likely in the distant future. This is just a place to show off my progress, not to provide a download just yet, sorry ya'll. Disclaimer: I'm sure this might mess with any T3-M4 mods, Taris Dueling Ring mods, or the KOTOR 1 restoration, due to Deadeye appearing on Manaan in it, so keep that in mind. Also, yes, he has the worst stats of any party member by far, but he's far better then his dueling ring self. Known bugs that I currently know of (and would like help with if at all possible): ^This hilarious one, for one. As well as this: Anyway, hope you like what you see!
  2. Cannot find the two alone anywhere, just looking for the override files of these hilts to swap out my green saber crystal. If anyone has these can you please send them my way?
  3. Version 0.9.1

    470 downloads

    INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are: MISCELLANY - Computer Panel (on floor)(Improved over 0.9.0 version) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time) - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable. - Computer Panel (wall)(Improved over 0.9.0 version) The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. - Desk - Workbenches - Orange (Improved over 0.9.0 version) - (NEW) Blue - Foot locker (Now animated) - Locker (Now animated) ENDAR SPIRE - Broken Door (Improved over 0.9.0 version) - (NEW) Normal Door - (NEW) Buton Panels and Screens TARIS (NEW) - Doors - Apartments, Upper Taris - Upper City, Hidden Bek Base - Entry Sith Military Base - Sewers - Vulkar Base - Sith Base - Davick's State - Kiosk - Wall Panels and Screens - Shop Sign - Kolto Tank - Monitor Screens (around Taris) - Vulkar Base Panels - Sith Military Base - Screen Monitors - Red Light - Panels and Buton - Crate DANTOOINE (NEW) - Doors - Jedi Enclave - Matale & Sandrale Exterior - Sandrale State, inside - Sandrale State - Small Screens YAVIN (NEW) - Circular Door - Main Panel, Lights and Screens ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. This is not really a bug but KotOR has its own way for to show images and textures. I've noticed that most of times just cut, invert, compress, wide, tight the same images (files), I guess for get more variety without too much work, this can result in some weird -or not too much fine- vision of some elements. It's very dificult -if not impossible- find a balance for get a fine vision of all the images in all the places that are located/used and is very noticeable when is used any text. I hope not everybody knows read aurebesh... ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!!
  4. Version 1.0.0

    426 downloads

    *Notice*: This mod is not my own work and is being uploaded to Deadlystream with the permission of the original mod author. After having reached out to Evasto via email, I can confirm his approval via the following: "...if you want to upload it to Deadlystream.com you're more than welcome to. I haven't done anything with KOTOR in a very long time so while I have revisited Luke's lightsaber since then, it was for a Fallout 4 mod rather than KOTOR. If I ever go back to KOTOR I might use the models & textures I made for Fallout 4 to update the mod (as well as the ROTJ Vader), in which event I'd upload 'em to the Nexus, but who knows when or if that'll happen." Information of note: This mod contains files that work in BOTH Kotor 1 and TSL. Each version of the hilt has a folder included with files for installing in TSL. Please see the installation instructions for more information. The following description is taken from the Readme file included: DESCRIPTION: "This mod is quite possibly one of the more ambitious mods I have made to date. This hilts in this pack belong to our favorite Jedi, Luke Skywalker, who built a new lightsaber following the loss of his father's at Cloud City. This mod doesn't, however, deliver just one hilt. You get three (four, counting a texture variant) variations of the familiar lightsaber wielded by Luke. All three replace the green lightsaber, and also comes with a new green blade texture for your enjoyment. Oh, but wait, that's not all! All three of these hilts have a TSL Version, so you can enjoy these hilts in both KOTOR 1 and 2. Also, for the first variant, I've included an alternate texture which makes the usually copper neck black, giving you essentially four lightsabers to play with. Enjoy the mod!" INSTALLATION INSTRUCTIONS: Place the necessary files into your KOTOR 1 or KOTOR 2 Override folder. Keep in mind, these hilts overwrite the default green hilt so you can only have one at a time. Just choose the one you like and extract the proper files to the correct Override folder. (The TSL compatible versions are filed into their own folder, so if you want to use one for TSL, just take the hilt's TSL Version files and pop them into the KOTOR 2 Override folder.) If you don't have an Override folder, be sure to make one. Also, when extracting the files, make sure "Use Folder Names" is unchecked or else the files will be extracted into a seperate folder." BUGS: None PERMISSIONS: This mod may not be distributed on other sites without the express permission of the author (Evasto), and without credit given to the original creator of the mod. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. I want to give a very special thank you to Evasto for allowing me to help preserve a mod that has been a long time favorite of mine.
  5. View File More Republic Soldiers Presence When the player and the group escapes to Dantooine it feels weird as to why the Sith dont pursue them seeing as it is completely defenceless (complete absence of Republic Armada etc). To mitigate that ive changed some of the jedi and protocol npc into republic troopers. Just copy and paste to override. P.S. If someone can tell me how to arm these Republic Soldiers patrolling the area it would be extremely helpful. Ive armed them with the blaster rifle, blaster carbine but they dont seem to walk around equipped. Submitter Jj117 Submitted 03/12/2022 Category Mods K1R Compatible Yes
  6. Version 1.0.0

    116 downloads

    When the player and the group escapes to Dantooine it feels weird as to why the Sith dont pursue them seeing as it is completely defenceless. To mitigate that ive changed some of the jedi and protocol npc into republic troopers. Just copy and paste to override
  7. Hello. I have recently reinstalled KOTOR 1, and was looking to install one of my favourite mods, the Multiple Force Kill and Plague. The problem is when i hit "install mod" it freezes up for a mid second before returning the error "2da tlk and gff file patcher. has stopped working". It doesn't start except for a line that says "Appending strings to TLK file C:\Program Files (x86)\Lucasarts\SWKotor\Dialog.tlk". The weird thing is that if i change the flag "Lookupgamefolder" in changes.ini and point it to KOTOR 2, it works and installs the mod correctly. Now, i've been looking for 3 versions of the mod archive online, on filefront: The first version, that is called "ki_multi.zip". The second version, that is called "kill_plague_multi.zip" (the "fixed" version) Another version on Moddb that is called "Kill_Plague_multi_force_power.zip". All of them if pointed to KOTOR 2 they work, but on KOTOR 1 they freeze and crash. I remember that it used to work years ago on my KOTOR 1 installation. In the description it says conflicting info: My KOTOR installation is a retail CD version. I tried also on a vanilla 1.03 dialog.tlk but it still crashes, tried using compatibility mode, nothing. All other TSLPatcher for KOTOR 1 mods work fine and don't crash, only this one does. Can anyone help out or at least have a version of this mod for KOTOR 1? Thanks. Kill_Plague_Multi_Force_Power.zip kill_plague_multi.zip ki_multi.zip
  8. Version 1.0.2

    1,611 downloads

    This mod adds a faithful adaptation of Force Enlightenment power from TSL to K1: where the best of the Jedi's Speed, Armor and Valor powers are instantly activated at a reduced cost (30). This power is useful to quickly become ready for difficult battles. Compatibility Since this mod only adds new content and doesn’t modify existing content, it shouldn’t conflict with other mods. It works with Snigaroo’s KOTOR I Full Build Mods from reddit. Installation 1. Make sure override folder exists at game root directory 2. Run TSLPatcher to automatically install Uninstallation 1. Copy spells.2da in backup and move it to override folder. Overwrite existing spells.2da if any, otherwise remove spells.2da from override folder. Only overwrite existing spells.2da if you don't have any mod installed after this mod that touches spells.2da, otherwise this will accidentally erase any later modifications made to spells.2da. 2. Remove ip_frenlight.tga, fp_enlightenment.ncs from override folder. 3. Copy dialog.tlk from TSLPatcher backup to the main game folder (not the override folder). Overwrite the existing dialog.tlk. Known Bugs 1. Saving throw bonuses from Valor and Shield don't stack, only the highest has effect (not script issue, more of a game-engine bug). 2. Activation of Speed, Valor, and Shield on top of Enlightenment will result in additional bonuses. Fixing the problem will require massive change to the generic force power script, which is beyond the scope of this mod, but may be added for future updates. Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks - @ebmar for the awesome color-readjusted force power icon - Fred Tetra for Kotor Tool - Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  9. Version 1.0.0

    818 downloads

    This is intended as a one-stop shop for all widescreen logos available for KOTOR 1. Upscaled vanilla style, Origin logos, and a TOR-style variant made by GOG; they're all here. All logos provided are 1024x1024, large enough for even ultra high-def widescreen setups. This is *not* a widescreen mod. This is a logo replacer intended for people who are already using a widescreen mod like UniWS. (Check out the subreddit mod build and follow the directions!) Instructions: - Download and unzip the mod. - Look through the 'screenshots' folder (or check out the images provided above) to compare the different options and pick one for yourself. - Find your chosen folder, copy the image (logo_sw_02.tga) file within that folder, and paste it to the Override folder in KOTOR 1. ------------- Credits: 01 K1CP Logo: this was the version seen above -- a higher resolution version of the original KOTOR logo, used by @DarthParametric as the logo for the 'Kotor 1 Community Patch' (K1CP). DarthParametric made a similar 'Vanilla Logo - Upscaled' available in their 'K1 Main Menu Widescreen Fix' mod, as did @Riisis in the 'HD Logo and Bigger Hud' mod. (Here's a screenshot of the first one; here's a screenshot of the second one). I much prefer the version used on the front page of K1CP, as it is a fair bit brighter with a bit more color saturation. 02 Origin Logo: this was the logo used by the Origin release of the game, recolored by them to match the TSL game's logo. 03 Origin Logo - Darker Color: I tried to match the original coloration of the first game, a slightly less 'bleached' look. 04 Origin Logo - Vanilla Stye: I tried to match the original size of the separator element (the part with the 'of the'). 05 Origin Logo - Vanilla, Darker: I tried to match both the style and coloration of the original logo with the Origin graphics 06 TOR Logo: this was the logo used by the GOG release of the game. It was made available by DarthParametric as an optional logo replacer for his 'K1 Main Menu Widescreen Fix 1.2'. (Specifically look under 'OPTIONAL' > 'TOR-Style Logo - Centered'). He kindly made the original available via Discord, from which I made this logo image.
  10. Guest

    High-Grade-Saber-Beams

    Version 1.2.3.4.5

    3,820 downloads

    - Inspiration for this mod came from PK_Azlon (episode 3 blades) on JKHUB created for Jedi Knight: Jedi Academy (one of my favorite mods) - https://jkhub.org/files/file/1839-episode-3-blades/ - We also tried to mimic the movie beams textures closely - Excellent for Mobile, Steam, Gog, and PC players (just in time for the master edition) - Works for both K1 and K2 - Some of my own unique details - Subtle animation - Smoother higher resolution - Compatible with any hilt model - Reminiscent of the prequel trilogy - Compared with older lightsaber blade mods you will notice better aspect ratio and/or structure of the beams - There will be no collapse/damage of blade textures regardless of Aspyr, Gog, or any other ported versions of the game - Ambient light/glow was omitted from this mod (I didn't notice much in the movies anyway) - Try adjusting your own brightness due to the slight screen/color differences found in other devices/computers (I would avoid using framebuffer) - Spiky tip glitch and brightness issue behind the beam has been minimized (depends also what you use for a hilt model) - Has Jedi Council approval and they helped meditate on the crystals CREDITS: - FILTERFORGE - This mod would never have happened without filter forge and I managed to overcome brutal limitations - WORK IS NOT SOURCED FROM OTHER MODDERS - USE AS A MODDERS RESOURCE/MAKE YOUR OWN MOD/NO PERMISSION REQUIRED - I enjoy real life crystals and their healing abilities - This mod/bugfix is strictly for the love of Knights Of The Old Republic and would be great to see it added to the community patch Copyright/Permissions THIS MODIFICATION IS NOT MADE FROM BIOWARE OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  11. View File Animated Placeables Pack (KotOR 1) INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are: MISCELLANY - Computer Panel (on floor)(Improved over 0.9.0 version) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time) - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable. - Computer Panel (wall)(Improved over 0.9.0 version) The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. - Desk - Workbenches - Orange (Improved over 0.9.0 version) - (NEW) Blue - Foot locker (Now animated) - Locker (Now animated) ENDAR SPIRE - Broken Door (Improved over 0.9.0 version) - (NEW) Normal Door - (NEW) Buton Panels and Screens TARIS (NEW) - Doors - Apartments, Upper Taris - Upper City, Hidden Bek Base - Entry Sith Military Base - Sewers - Vulkar Base - Sith Base - Davick's State - Kiosk - Wall Panels and Screens - Shop Sign - Kolto Tank - Monitor Screens (around Taris) - Vulkar Base Panels - Sith Military Base - Screen Monitors - Red Light - Panels and Buton - Crate DANTOOINE (NEW) - Doors - Jedi Enclave - Matale & Sandrale Exterior - Sandrale State, inside - Sandrale State - Small Screens YAVIN (NEW) - Circular Door - Main Panel, Lights and Screens ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. This is not really a bug but KotOR has its own way for to show images and textures. I've noticed that most of times just cut, invert, compress, wide, tight the same images (files), I guess for get more variety without too much work, this can result in some weird -or not too much fine- vision of some elements. It's very dificult -if not impossible- find a balance for get a fine vision of all the images in all the places that are located/used and is very noticeable when is used any text. I hope not everybody knows read aurebesh... ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!! Submitter Obi Wan Pere Submitted 02/22/2021 Category Mods K1R Compatible Yes  
  12. Version 1.0

    2,134 downloads

    Like most of you, I loved @Dark Hope's reskin for Jedi Master Vrook, 'HD Vrook'. However, I thought that the mod's changes to his skin tone -- from warm and healthy to pale and decidedly old -- fit far better for his appearance in KOTOR 2. With her permission, I took Dark Hope's HD Vrook as a base and added a bit of warmth to Vrook's skin tone, to suit his appearance in KOTOR 1. You can see this mod's texture in the image below, or compare it with other mod's textures in the screenshots above. 1 - HD Vrook Recolored (this mod) 2 - HD Vrook (Dark Hope's original) 3 - upscaled vanilla Vrook (textures from Ultimate Character Overhaul) Thanks to @Effix for helping me fix a texture error in my robes for the screenshot.
  13. View File HD Vrook Recolored Like most of you, I loved @Dark Hope's reskin for Jedi Master Vrook, 'HD Vrook'. However, I thought that the mod's changes to his skin tone -- from warm and healthy to pale and decidedly old -- fit far better for his appearance in KOTOR 2. With her permission, I took Dark Hope's HD Vrook as a base and added a bit of warmth to Vrook's skin tone, to suit his appearance in KOTOR 1. You can see this mod's texture in the image below, or compare it with other mod's textures in the screenshots above. 1 - HD Vrook Recolored (this mod) 2 - HD Vrook (Dark Hope's original) 3 - upscaled vanilla Vrook (textures from Ultimate Character Overhaul) Thanks to @Effix for helping me fix a texture error in my robes for the screenshot. Submitter Publicola Submitted 12/30/2021 Category Skins K1R Compatible Yes  
  14. View File KOTOR Widescreen Logos This is intended as a one-stop shop for all widescreen logos available for KOTOR 1. Upscaled vanilla style, Origin logos, and a TOR-style variant made by GOG; they're all here. All logos provided are 1024x1024, large enough for even ultra high-def widescreen setups. This is *not* a widescreen mod. This is a logo replacer intended for people who are already using a widescreen mod like UniWS. (Check out the subreddit mod build and follow the directions!) Instructions: - Download and unzip the mod. - Look through the 'screenshots' folder (or check out the images provided above) to compare the different options and pick one for yourself. - Find your chosen folder, copy the image (logo_sw_02.tga) file within that folder, and paste it to the Override folder in KOTOR 1. ------------- Credits: 01 K1CP Logo: this was the version seen above -- a higher resolution version of the original KOTOR logo, used by @DarthParametric as the logo for the 'Kotor 1 Community Patch' (K1CP). DarthParametric made a similar 'Vanilla Logo - Upscaled' available in their 'K1 Main Menu Widescreen Fix' mod, as did @Riisis in the 'HD Logo and Bigger Hud' mod. (Here's a screenshot of the first one; here's a screenshot of the second one). I much prefer the version used on the front page of K1CP, as it is a fair bit brighter with a bit more color saturation. 02 Origin Logo: this was the logo used by the Origin release of the game, recolored by them to match the TSL game's logo. 03 Origin Logo - Darker Color: I tried to match the original coloration of the first game, a slightly less 'bleached' look. 04 Origin Logo - Vanilla Stye: I tried to match the original size of the separator element (the part with the 'of the'). 05 Origin Logo - Vanilla, Darker: I tried to match both the style and coloration of the original logo with the Origin graphics 06 TOR Logo: this was the logo used by the GOG release of the game. It was made available by DarthParametric as an optional logo replacer for his 'K1 Main Menu Widescreen Fix 1.2'. (Specifically look under 'OPTIONAL' > 'TOR-Style Logo - Centered'). He kindly made the original available via Discord, from which I made this logo image. Submitter Publicola Submitted 12/20/2021 Category Mods K1R Compatible Yes  
  15. jc2

    JC2 Camera Mod

    Version 1.00

    1,043 downloads

    Have you ever hated not being able to look straight up? I know I have. The player camera will now be able to look directly up while in First Person View, by default the keybinding is CAPS. VERSION 1: Zooms the camera in a bit, so that the camera angle is closer making it very similiar to the default Ebon Hawk camera viewpoint. The camera angle will remain the same during combat, providing a slightly different feel. The player is , also, able to look up and down. VERSION 2: Only modifies the player's ability to look straight up and straight down. If you have any High Quality Skyboxes or HQ texture mods for Kotor 1, then you might want to be able to see all of them without wasting time moving your player to the farthest side of the map, just to look up. Installation: Decide which version you want, copy and paste "camerastyle.2da" into the override folder. Uninstallation: Remove "camerastyle.2da" from override folder. I hope you enjoy it! Credits: Fred Tetra for making KT Deadlystream.com for hosting all of my mods!
  16. jc2

    Improved Grenades

    Version 1.20a

    19,643 downloads

    JC2 Improved Grenades The idea has been around for a while, but I haven't seen a mod, other than FairStrides [TSL] Fumble Grenade mod, attempt to edit the effects of grenades. So by editing the k_sup_grenade.nss, I've reworked the grenades to increase their potency. Beware! This works both ways! Demolitions now affects how much damage a grenade can do, the more demolitions a character has the more damage they can cause with a grenade. This was originally GGT89 idea from this thread > http://deadlystream.com/forum/topic/5678-need-help-to-modify-game-mechanics-in-kotor2/?hl=grenade#entry59186 The first option is for vanilla lovers, that only adds demolitions skill as a damage bonus and increases the explosion radius slightly. Like before, a detailed log of the changes exist inside the folder! Second option for hardcore enthusiasts, the grenades instantly kill groups of people and are quite lethal! I recommend only installing this with JediShemL's Super Enhancement Mod or other realistic lightsaber/blaster mods. INSTALLATION: Copy and paste the k_sup_grenade.ncs file into the override. You will have to decide which one you want. There are two folders, each with a different version. It will take effect immediately, and can be removed, at any time, without causing any issues. Credits: Special Thanks to Bead-v for the advice on another thread about editing the k_sup_grenade script. Thanks to FS for teaching me most of the script I know! As always, this mod may update pending feedback. Hope you enjoy! -jc2
  17. Guest

    MOD:High-Grade-Saber-Beams

    View File High-Grade-Saber-Beams - Inspiration for this mod came from PK_Azlon (episode 3 blades) on JKHUB created for Jedi Knight: Jedi Academy (one of my favorite mods) - https://jkhub.org/files/file/1839-episode-3-blades/ - We also tried to mimic the movie beams textures closely - Excellent for Mobile, Steam, Gog, and PC players (just in time for the master edition) - Works for both K1 and K2 - Some of my own unique details - Subtle animation - Smoother higher resolution - Compatible with any hilt model - Reminiscent of the prequel trilogy - Compared with older lightsaber blade mods you will notice better aspect ratio and/or structure of the beams - There will be no collapse/damage of blade textures regardless of Aspyr, Gog, or any other ported versions of the game - Ambient light/glow was omitted from this mod (I didn't notice much in the movies anyway) - Try adjusting your own brightness due to the slight screen/color differences found in other devices/computers (I would avoid using framebuffer) - Spiky tip glitch and brightness issue behind the beam has been minimized (depends also what you use for a hilt model) - Has Jedi Council approval and they helped meditate on the crystals CREDITS: - FILTERFORGE - This mod would never have happened without filter forge and I managed to overcome brutal limitations - WORK IS NOT SOURCED FROM OTHER MODDERS - USE AS A MODDERS RESOURCE/MAKE YOUR OWN MOD/NO PERMISSION REQUIRED - I enjoy real life crystals and their healing abilities - This mod/bugfix is strictly for the love of Knights Of The Old Republic and would be great to see it added to the community patch Copyright/Permissions THIS MODIFICATION IS NOT MADE FROM BIOWARE OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter LilyzJedi321 Submitted 12/08/2021 Category Mods K1R Compatible Yes  
  18. Hey, so I'm having problems with the Kotor 1 sound files. Every time I open them, I just hear a loud static. I convert them online to WAV, and it does nothing. And I don't know how to use Audacity because the "Edit Chains" option is gone. Could somebody please help me? Thank you.
  19. I tried the Ultimate Feat Mod found in nexusmod and it is a fun little mod but i found out midlevel that you become pretty powerful and you can no longer assign feats which leads to other complications like (Not being able to assign powers since you cant just click on the Recommend button since all the feats are assigned) to mitigate this i have edited the Feat gain per level from 4 to 3. Hopefully this will help mitigate the problem. I am not a programmer or modder, This is just me trying out the kotor tool and im very amateur. Thank you. This should work on both Kotor1 and 2 featgain.rar
  20. View File Kylo Ren for KOTOR 1 Hey guys this is only my second mod for KOTOR,ive looked into Model importing but it doesnt seem to be very popular in this game. That being said i still have a lot to learn. I hope you enjoy what i post. Please take care of me. Thank you all. Submitter kira5z Submitted 12/07/2019 Category Mods K1R Compatible Yes  
  21. HI guys In spite many attempts I haven't been able to get a working Destroy Object Script in KotOR 1. It's just for make disappear a NPC in its place after a Dialog. Anyone can help? Thanks in advance
  22. Hi! I have a mod request, if I may... Pretty much what the title says - if possible, I'd like a mod that lets the player attack and kill that a****** head of security guy that stops you when you travel out of the Landing Pad zone on Kashyyyk, and throws his racist attitude in your face when you're traveling with Zaalbar, along with threatening you. It always struck me as strange that you're forced to either back down or just stand there and take his crap, when you're able to kill any number of other NPCs with an attitude. I wouldn't even mind if it turns every other Czerka guard hostile (in fact it would help immersion). And if it gives Dark Side points, even better! Anyway, that's just one of the NPCs I can't stand (the Czerka Protocol Officer chick on Tatooine is another, but that's a different story). For now, that guy is the No1 mark on my s**t list. Thanks in advance
  23. Hi guys I'm trying to add a (mini) quest in K1. I'm following these threads but I don't get to make it works. https://web.archive.org/web/20121204062653/http://www.lucasforums.com/showthread.php?t=143372 https://web.archive.org/web/20121204063138/http://www.lucasforums.com/showthread.php?t=205386 If I've understood correctly, attaching the Quest to a Dialogue It's not needed activate the Quest via Script but doesn't work. (Or at least doesn't work completely). It's not heared the "Ding" of the warning nor the symbol that has been added a new quest in the upper left corner of the screen but opening the journal the Quest is there but the name and description are "blank". I attach a screenshot of my edited "global.jrl" and the Dialogue, if someone can see any error. In the Dialogue Quest Box/field I've tried with both the number of the Quest Struct and the Quest Tag with the same result.
  24. Hi guys I'm trying to convert a NPC texture to a holo aspect in KotOR 1. I've downloaded a free version of GIMP (v2.10) but I never used it before and even following this tutorial: http://lucasforumsarchive.com/thread/209758 I get nothing not even acceptable. I'm not sure if I misunderstanding the instructions or what I'm doing wrong. The only one weird thing I've found is that the tut talks about Transparency degree to apply to the layers and in my GIMP version just there is an Opacity slider that I think could be related. Could someone lead me step by step for do it? Aside, when I created the NPC I gave it a new and unique Tag and TempleteResRef name but using this name in the texture it doesn't work, it just works if I use the original texture name with the new texture file. As to use the new texture I have to place it in the Override folder, the NPC always would use this texture along the game and I want use it just in a new Module I'm working on. I don't know but I guess I have to edit the 'appearance.2da' file and add the new texture. Anyone can confirm that? And, editing the .2da, just need I to copy (and paste it as a new one) the row of the original texture, change its label field to my texture name and, of course, the number of the row? I've read some tutorials but, or I missed things or I haven't found exactly what I'm looking for. I don't like to play with the .2da files, above all if I'm not sure what I'm doing and what can be broken later on in game, so, anyone can guide me in this task as well? Thanks in advance
  25. I wanted to make a mod which adds a retired mandalorian to the game who sells exotic gear collected in his time as a young warrior on the fringes of the galaxy. The problem? I've never made any mods and have barely any clue what I'm doing. If I could get some help, it would be awesome to create this and possibly more mods in the future.