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Found 20 results

  1. Version 1.3

    188 downloads

    Description Just a little joke mod, made in imitation of the old Holowan Spire that Doom_Dealer made. On this one you can meet and interact with a few of the regulars on the DS forums. If it proves popular, I may expand it later on. Please don't be upset if I didn't include you. This is a joke mod, and it's meant in a spirit of fun. Installation Put 'deadlystream.mod' into your Modules folder. Do *NOT* put it in the Override. To get there in game, type "warp deadlystream" into the console and hit return. Uninstallation Remove the file again. Permissions You may not upload new versions of this mod without my permission. You may not upload this mod to other websites without my permission. You may not claim to be the author of this mod. Credits & Thanks Thanks to: - Hassat Hunter for spotting the bug in v1.0; - Doom_Dealer for the original Holowan Spire; - Fair Stride for help bugfixing, and for letting me bounce ideas off him; - DeadlyStream.com for being such a fun, nice place.
  2. I am trying to edit the some of the .mod files in the game as I am running into problems with the dialogue files in the game at three specific points. At these points the dialogue files involved share the same name so I am having trouble editing them. When I edit one and place it in the Override Folder it disrupts the second occurrence of the file. I want to be shown how to make adjustments to the .mod files involved so that the files will be separated so I can add in text if I want to. Specifically I want to be able to rename the files the game with recognize them separately and then edit the .mod files so the game will know to still activate at the same point they normally would be able to. For example I want to insert tar02_carth023 to be used in the first Taris Apartment Scene and leave the second tar02_carth023 file alone. You can view it yourself below. Please provide step-by-step instructions. The files I want to edit are attached below. The numbers are only to tell them apart here. In the game they are completely identical. Thank you in advance. Duplicate Files.zip
  3. View File [K1] Cantina 3956 BBY - Song for the Cantina This mod change the background music [BGM] played inside Javyar's Cantina to more of a Cyberpunk-esque vibe. # Background # A cantina, also known as a saloon or bar, was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixocologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise). - Wookieepedia For me who playthrough most of Taris' side-quests, spending 80% of the time in the cantina is inevitable. Reporting to Zax about the bounties, hunting credits from dueling, and maybe just to crashed on the sofa and enjoying the view of all the hot girls inside the cantina is a routine. But I got bored with the music sometimes, so I thought; why not make one? Influenced by a mod which change the cantina music to the original cantina music from "A New Hope" and a reddit user; RomMitney, whom make some really cool cantina style music, this mod was made then. # About this Mod # This mod change the background music [BGM] played inside Javyar's Cantina to a unique Cyberpunk-esque vibe With this mod installed you will have every cantina [module] in the game their own unique music I write and then create the song using FL Studio 12 PE. The song itself called "Tainted Love" Easter Egg: The song was included in "Lower City Movement #3", the third issues from a compilation of Lower City obscure artists which is released in 4001 BBY # Final Remarks # This mod works best with Sith Holocron's "Animated Cantina Sign for KotOR 1" installed, as the animated-broken-blipping-sign gives you that lively feeling inside the cantina so, I'd recommend you to use that mod in conjunction with this. 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 Install option then hit the [Install Mod ->] button! Previous version users may want to replace the previously installed mus_area_cant2.mp3 with the backed-up vanilla, so the Anchorhead's Cantina will play its original "Cantina Techno" theme Uninstallation: run the installer [TSLPatcher.exe], and choose Uninstall option If you want to replace the music with something else your preferences, you can rename the relevant music to mus_theme_eb01 -either MP3 or WAV format should work- and then drop it to 'streammusic' folder Compatibility: will be compatible with mostly anything. Unless with a mod that force-overrides tar_m03ae.mod and ambientmusic.2da or coincidentally file-name conflicted For this mod to be effective you should at least load a saved game before entering the Javyar's Cantina [tar_m03ae] module The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: I'm asking you not to redistribute the mod - I'd like to stay in touch with them so I know where to provide supports. Though, you could use the music for your school and/or mod project or anything that is non-commercial. 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. Credits to me is always a 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 and 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 Sith Holocron for Animated Cantina Sign for KotOR 1 - which assets being stand-out either in the screenshot and preview of this mod Kexikus for Different Music for Anchorhead and the Ebon Hawk - which inspires me on having this mod a modular installation for guaranteed compatibility ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool stoffe and Fair Strides for the magnificent TSLPatcher VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET 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 Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun and inspiring! :jarjar: -eb Preview Submitter ebmar Submitted 06/29/2018 Category Mods K1R Compatible Yes
  4. Version 1.0.2

    288 downloads

    This mod change the background music [BGM] played inside Javyar's Cantina to more of a Cyberpunk-esque vibe. # Background # A cantina, also known as a saloon or bar, was a place where spacers, smugglers, and other denizens of the nearby area came to drink and play board and card games, such as pazaak or sabacc. Cantinas were located on almost every major planet and were often a center of criminal activity such as smuggling and spice trading. Many cantinas provided live entertainment in the form of musicians and dancers. Gambling was also popular in these locales. The main attractions, however, were the beverages served by mixocologists or automixers, and the opportunity to meet friends or business associates (illicit or otherwise). - Wookieepedia For me who playthrough most of Taris' side-quests, spending 80% of the time in the cantina is inevitable. Reporting to Zax about the bounties, hunting credits from dueling, and maybe just to crashed on the sofa and enjoying the view of all the hot girls inside the cantina is a routine. But I got bored with the music sometimes, so I thought; why not make one? Influenced by a mod which change the cantina music to the original cantina music from "A New Hope" and a reddit user; RomMitney, whom make some really cool cantina style music, this mod was made then. # About this Mod # This mod change the background music [BGM] played inside Javyar's Cantina to a unique Cyberpunk-esque vibe With this mod installed you will have every cantina [module] in the game their own unique music I write and then create the song using FL Studio 12 PE. The song itself called "Tainted Love" Easter Egg: The song was included in "Lower City Movement #3", the third issues from a compilation of Lower City obscure artists which is released in 4001 BBY # Final Remarks # This mod works best with Sith Holocron's "Animated Cantina Sign for KotOR 1" installed, as the animated-broken-blipping-sign gives you that lively feeling inside the cantina so, I'd recommend you to use that mod in conjunction with this. 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 Install option then hit the [Install Mod ->] button! Previous version users may want to replace the previously installed mus_area_cant2.mp3 with the backed-up vanilla, so the Anchorhead's Cantina will play its original "Cantina Techno" theme Uninstallation: run the installer [TSLPatcher.exe], and choose Uninstall option If you want to replace the music with something else your preferences, you can rename the relevant music to mus_theme_eb01 -either MP3 or WAV format should work- and then drop it to 'streammusic' folder Compatibility: will be compatible with mostly anything. Unless with a mod that force-overrides tar_m03ae.mod and ambientmusic.2da or coincidentally file-name conflicted For this mod to be effective you should at least load a saved game before entering the Javyar's Cantina [tar_m03ae] module The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: I'm asking you not to redistribute the mod - I'd like to stay in touch with them so I know where to provide supports. Though, you could use the music for your school and/or mod project or anything that is non-commercial. 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. Credits to me is always a 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 and 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 Sith Holocron for Animated Cantina Sign for KotOR 1 - which assets being stand-out either in the screenshot and preview of this mod Kexikus for Different Music for Anchorhead and the Ebon Hawk - which inspires me on having this mod a modular installation for guaranteed compatibility ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool stoffe and Fair Strides for the magnificent TSLPatcher VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET 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 Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun and inspiring! :jarjar: -eb Preview
  5. Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game
  6. Greetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
  7. Greetings, fellow Jedi! Hope y'all doing fine. I need an assistance on guessing what these are: Are they AuroraLight or Lightmap? The area model in discussion is m26aa_14a. The problem is - I have changed every AuroraLight's Color Controllers there to my likings but they don't seem to linked with the glowy area around the yellow marks. So I guess I'm stucked and needing assistance to proceed further. Many thanks for considering this and may the Force be with you!
  8. Greetings, fellow Jedi! Hope y'all doing fine. On Ahto City there's a beautiful cantina with [supposedly] beautiful scenery there. Unfortunately, they're blocked by an arrogant wall of metal, lol. I pick up the area model which is m26aa_11a and delete the vertex which supposed to be the metal-wall so they looked like this: But I'm stuck with a platform/structure on the high seas there. They're positioned above the water levels so they have that redundant part that are shown as seen with the first and third images. The structure's texture in talk supposedly LMA_bboard01. So, what I'm requesting is: Could someone remove the metal-walls similarly like the images above and repositioned the background-structure so the upper part of it rises at the same level as the water. If they want to replace the metal-wall with something like LTS_window that would be greatly appreciated Any further improvement and/or improvisation as they [the author] see them fit also very much welcome. 😛 Many thanks for considering my request - and may the Force be with you! Update: in the end - managed to did it myself, hahah. The relevant model is m26aa_set, and the mesh is Box01z. By using KOTORmax we can lowered the bottom part of the mesh to the same level as the sea; note that I used the grid as an indicator for the ground level. The result is far from perfect but I'm personally pleased with it:
  9. 92 downloads

    Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude.
  10. Version 1.0.3

    214 downloads

    INSTALLATION You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models. USE The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though. INSTRUCTIONS 1. Load the .MDL file, it requires its .MDX counterpart 2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up 3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name 4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one 5. The KotOR version is automatically determined from the file, check to see if is correct. 6. Press inject and retrieve your new files to the place you exported it to REPORTING ERRORS If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums. If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?)
  11. Version 1.0

    10,009 downloads

    Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. 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 Odyssey 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. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. 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 Odyssey 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.
  12. I have been messing around with the excellent Lost Modules resource, and would like to do something with the 2 most complete maps. The Czerka base on Korriban is pretty complete, and can be seen in some early screenshots. The cut shadowlands level is also usable, though there isn't any indication of what it was for. It is probable that content from the shadowlands was moved out of this module to reduce its size (this is obviously entirely speculative). I thought about NPCs that were underused, and immediately went to Garrum and Tar'eelok, the cut NPCs that duel with Vibroblades in the Jedi temple. They have basically no role except to offer Jedi Code exposition. They also use alien voice overs which is the most important consideration. The Czerka base is set up like a hallway, with a shield emitter at the far end, and the obvious plot involving a master and apprentice is to have the master get captured and the apprentice freak out. The Kashyyyk Shadowlands is also an excellent place to have Czerka dealing with the Sith outside of Korriban, as the Sith aren't really present on Kashyyyk, and it provides some interesting combat situations and potential conversation paths to turn less dedicated Czerka employees. Considering all that, I came up with this general story outline: 1. The Shadowlands lift Wookiees mentions that some heavily armed Czerka employees recently went into the Shadowlands after a ship crashed. 2. Entering into the cut Shadowlands level (either inserted in between the existing levels, or as a separate area entered from another entrance), you are attacked by Czerka guards. After fighting through them (or convincing some to run away), you meet Garrum. 3. Garrum has killed a lot of Czerka Employees and a Dark Jedi. You find out that Tar'eelok was captured. You deduce that the Czerka would take them to Korriban, as that is were Czerka and the Sith do business. 4. You then have 4 paths to follow with Garrum: 4. a. Persuade him to go to Dantooine (Light Side) 4. b. Let him go to Korriban Looking for Tar'eelok (Neutral) 4. c. Persuade him to seek Revenge on Korriban (Dark Side) 4. d. Kill him for being (or because you're) evil and giving in to anger (Dark Side) 5. You then go to Korriban and enter the Czerka facility (with identification you found in the Shadowlands). 6. You fight through Czerka Employees and Combat Droids. If Garrum is on Korriban, you have to rescue him from a holding cell while making your way through the base. You then have another conversation. Garrum always stays back to recuperate and catch up to you later. You can push him towards the Light or Dark side in this conversation. 7. Upon shutting down the shield guarding the main room, you find a Dark Jedi and a Czerka Boss, with Tar'eelok in a force cage. Garrum catches up to you at this point. If you pushed Garrum to the Dark Side he electrocutes the Czerka Boss. Either way you fight the Dark Jedi (and the Czerka Boss if alive). 8. Tar'eelok's cage opens once they are both dead. If Garrum is Dark Side, Tar'eelok will be displeased, and piss off Garrum. There are multiple results for this scene depending on what happens: 8. a. If Garrum isn't there, you can let Tar'eelok go to Dantooine or kill her. She will be sad if Garrum is already dead, and may attack you if you say the wrong things. 8. b. If Garrum is Light Side or Dark Side and talked down, she will be happy he is controlling his anger, and they will both go Dantooine 8. c. If Garrum is Dark Side and not talked down, he can be allowed (or encouraged) to kill Tar'eelok. He then runs off 9. The player may return to Dantooine at this point. If either Garrum or Tar'eelok is alive they will appear. A few different ending permutations can happen: 9. a. Garrum and Tar'eelok are alive. They appear in the courtyard outside. Tar'eelok thanks you for helping Garrum control his anger, and he is now a Padawan (regardless of when you did it) 9. b. Tar'eelok appears in the courtyard outside. She is sad and doesn't think she'll take another Apprentice. She thanks you for saving her, but wishes you could have saved Garrum. 9. c. Light Side Garrum can be found in the courtyard outside. He will inquire about Tar'eelok. The player must lie, but he can say she died in the fighting, or was executed before the player arrived. He will be upset he didn't go to Korriban. 9. d. Dark Side Garrum can be found in a bar on Tatooine working to destroy Czerka for turning his master against him. He will run off to disrupt Czerka mining operations. I think this is a fair amount of reactivity, but isn't actually that complicated in terms of setting up dialogues and events. It also gives the player a lot of potential results without feeling too contrived obviously. This is totally conceptual, but I think it makes a good use of these areas, and adds another mulitple planet spanning side quest, which are my favourite parts of the game.
  13. Hello guys, I'm trying to take map models .mdl from KotOR 2, modify them a little bit, and put them back into the game. I managed to do it but I get visibility problems: the whole model appears invisible, except for the objects with the glowing material and texture, as can be seen in the image. I guarantee that the .mdl geometry is there although invisible. In the second image I've removed part of the geometry so that the rest of the map can be seen through. I guess that this problem could be given by errors with the visibility map or the light map, but I have no idea of how to solve this.
  14. Anee + Jorak Uln retexture

    © Aneeryrlue

  15. File Name: [TSL] Lost Modules Pack File Submitter: InSidious File Submitted: 05 Nov 2016 File Category: Modder's Resources Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack. This consisted mainly of areas for which area models, walkmesh and lightmaps existed in the game files, but no module file. I complied these for use. Shortly aftewards I found around three others for TSL, which I intended to release around the time of my release of another mod of mine. The mod got delayed, and I forgot about the lost modules for a long time, until reminded by VarsityPuppet. Unlike the KotOR I set, these don't appear to have been made for areas which were then unused, but were probably for test effects, or similar purposes. They are: 000test - Empty, box-shaped room. The camera clips through the walls, like it does in most custom modules. 000trl - Small, empty area with a foggy floor. Perhaps has something to do with the main menu, when completed by a character with the Sith Lord prestige class? 999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test? Usage and credit I make no claim over usage - you may create and upload your own versions of this mod however and wherever you like - but please credit me appropriately. Please also do not upload or claim credit for an unmodified version of this mod elsewhere. It's just rude. Click here to download this file
  16. So after years of modding, I'm starting to finally put things together. What I've discovered is that in order to get things working properly, I need to go into each module and modify all of the placeables that contain items and assign them back to their modules. I understand that this can be done. What I don't know is how exactly it works. If someone could provide a brief overview or a link to a tutorial, that would be appreciated. More importantly though, the reason I actually wanted to make this thread is to ask about compatibility concerns when editing modules. So far I've tried to keep my mod from touching or interfering with other areas of interest. My mod is designed around gameplay changes so I want to keep it from interfering with content additions/changes as much as possible. So before I start modifying all a ton of files, I thought I'd ask about common pitfalls. Basically, if I need to modify every module in the game in some way, what is it going to take in order to make my mod compatible with other mods?
  17. View File Walkmesh Injector INSTALLATION You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models. USE The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though. INSTRUCTIONS 1. Load the .MDL file, it requires its .MDX counterpart 2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up 3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name 4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one 5. The KotOR version is automatically determined from the file, check to see if is correct. 6. Press inject and retrieve your new files to the place you exported it to REPORTING ERRORS If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums. If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?) Submitter Dastardly Submitted 11/02/2015 Category Modding Tools  
  18. The Deadly Stream View File Description Just a little joke mod, made in imitation of the old Holowan Spire that Doom_Dealer made. On this one you can meet and interact with a few of the regulars on the DS forums. If it proves popular, I may expand it later on. Please don't be upset if I didn't include you. This is a joke mod, and it's meant in a spirit of fun. Installation Put 'deadlystream.mod' into your Modules folder. Do *NOT* put it in the Override. To get there in game, type "warp deadlystream" into the console and hit return. Uninstallation Remove the file again. Permissions You may not upload new versions of this mod without my permission. You may not upload this mod to other websites without my permission. You may not claim to be the author of this mod. Credits & Thanks Thanks to: - Hassat Hunter for spotting the bug in v1.0; - Doom_Dealer for the original Holowan Spire; - Fair Stride for help bugfixing, and for letting me bounce ideas off him; - DeadlyStream.com for being such a fun, nice place. Submitter InSidious Submitted 10/01/2015 Category Mods TSLRCM Compatible  
  19. I decided to dig deep into this map editor thing and can confirm the editor works. It allows you to input creatures, doors, encounters, merchants, placeables, sounds, triggers, and waypoints. I was able to tweak the module lighting different colors. and select day or night cycle option or both not sure if that works. Now for the interesting part the map files themselves 1st I look at how the names were structured in the map folder of existing maps 2nd I i created a simple blue 512x512 image saved it as jpg, then gave it a name of a module that didn't have a map. 3rd I opened up the jpg image in a text editor the re saved it in the .map extension and put it into the module folder. 4th Opened up the module editor selected open module project and pointed it to the newely created blue image i made. Results the map loaded the editor accepted the map and i was allowed to use all functions...So the map extension wasn't a mystery after all it just took some determination to figure out. Now new maps can be created for all the levels... Id appreciate all who can help with this. Important. you must use th K-Tool to extract the module you want to edit into a folder FIRST as the module editor needs it to load all the dump files into the map editor. This is so everything already in the level can be in its positon. Solved invisible issues thanks to the suggestion by Sithpecter about Z coordinates.. What i did was take a z coordinate from a model that was on the map like this one 10.19682...then i simply change the the last number 2 to a 5 i realized it was important for every model to have its own Z coordinates. Now all models show up where ever placed Now all there is to do is create maps for the Levels http://www.mediafire.com/view/c1ie1c...K2_00009_1.png
  20. File Name: Korriban/Manaan Music Fix File Submitter: Kainzorus Prime File Submitted: 23 Sep 2013 File Category: Mods Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. 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 Odyssey 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. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. 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 Odyssey 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. Click here to download this file