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Version 1.0.1
760 downloads
=KotOR 1 Improved Party Outfits= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: KotOR 1 Improved Party Outfits.zip LATEST VERSION: 1.0.1 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod adds six new items with unique properties for each of the human and humanoid party members in KotOR 1, namely Bastila, Carth, Mission, Canderous, Juhani and Jolee. Said party members will automatically have these unique outfits equipped when they join your party. Each of these outfits also has its own custom inventory icon. In addition, when Carth joins your party, he will equip two of his unique blaster pistols instead of just one of them and one regular blaster pistol. If you want to see your party members appear in their default outfits and those outfits being more useful in combat throughout the course of the game, this mod is for you. This mod was intended for the party members’ unique outfits to be usable in combat throughout the entire game. Therefore, the properties of these items may be overpowered, especially in the early game. I make no promises to make a “balanced” version of this mod, because I play the KotOR games for the story and characters and not combat. If gameplay and combat balance are very important to you, this mod is not for you. This mod was inspired by jonathan7's Party Clothing mod. Party Clothing was also what inspired me to make my TSL Improved Party Outfits mod. I eventually decided to make my own version on the mod concept for KotOR 1 as well. I set up my mod to be installed via TSLPatcher to maximize compatibility with other mods. 2. USAGE NOTES: For the best experience with this mod, it's recommended to have a completely new KotOR 1 playthrough. If you want to add these improved party member outfits manually via the cheat console or KotOR Savegame Editor, here are the item codes: Bastila’s Robe - llk_bastrobe Canderous’s Jacket - llk_candjkt Carth’s Pilot Suit - llk_carthsuit Jolee’s Robe - llk_jolrobe Juhani’s Robe - llk_juhrobe Mission’s Jacket - llk_missjkt 3. INSTALLATION: Extract the KotOR 1 Improved Party Outfits.zip you downloaded to anywhere you like, as long as it is not within the KoOR directory. Run Install.exe, point the installer to your KotOR directory and let the installer do its magic. NOTE: If you already have the .utc files of the human and humanoid party members in your Override folder (the file names are p_[party member name].utc), when you install this mod a new folder named "backup" will be created in the same folder as the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. 4. UNINSTALLATION: Go to your Override folder, delete the .tga files starting from ia_cloths_201.tga to ia_cloths_206.tga and the .uti files with the "llk_" prefix (without the quotation marks). If a "backup" folder was created when you installed this mod, go to the "backup" folder, cut and paste any .utc. file(s) from the folder and paste the file(s) in your Override folder. If no backup folder was created, simply delete p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc and p_mission.utc from your Override folder. 5. KNOWN ISSUES: None currently known. If you find any other bugs or problems, please let me know. 6. MOD COMPATIBILITY: This mod will likely conflict with any other mods that modify any of the following files, especially if the other mod also modifies the party members' starting armor: p_bastilla.utc p_cand.utc p_carth.utc p_jolee.utc p_juhani.utc p_mission.utc If you want to use any other mods that modify the above files, AND the other mod is installed by putting any of the above files in Override folder, such as Weapons of the Old Republic (WotOR) or KotOR Saber Replacement (KSR) 2022, you need to install my mod AFTER the other mod. If you are using KotOR 1 Community Patch (K1CP), you need to my mod AFTER K1CP. If you want to use both KotOR 1 Restoration (K1R) and this mod, do not install the “Juhani and Jolee Original Clothes” add-on of K1R. This mod is compatible with my Jolee in Unique Outfit Introduction as this mod does not affect Jolee’s introduction on Kashyyyk before he joins your party. I recommend installing both mods to maximize immersion. This mod is not compatible with any other mod that modifies the party members' starting armor or clothing when they join your party. This mod should be compatible with any reskin mods for the party member's default outfits, unless they edit the armor slot in aforementioned .utc files of the party members. 7. PERMISSION: You may modify this mod for your personal use. However if you want to use any files from this mod for your own mod, please ask for my permission before releasing your mod. If I give you permission for it, I request that you credit me when you release your mod. Thank you. 8. CREDITS: jonathan7 for the Party Clothing mod which inspired this mod Fred Tetra for the KotOR Tool tk102 for K-GFF GFF Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 1 comment
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- visas marr
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View File KotOR 1 Improved Party Outfits =KotOR 1 Improved Party Outfits= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: KotOR 1 Improved Party Outfits.zip LATEST VERSION: 1.0.1 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod adds six new items with unique properties for each of the human and humanoid party members in KotOR 1, namely Bastila, Carth, Mission, Canderous, Juhani and Jolee. Said party members will automatically have these unique outfits equipped when they join your party. Each of these outfits also has its own custom inventory icon. In addition, when Carth joins your party, he will equip two of his unique blaster pistols instead of just one of them and one regular blaster pistol. If you want to see your party members appear in their default outfits and those outfits being more useful in combat throughout the course of the game, this mod is for you. This mod was intended for the party members’ unique outfits to be usable in combat throughout the entire game. Therefore, the properties of these items may be overpowered, especially in the early game. I make no promises to make a “balanced” version of this mod, because I play the KotOR games for the story and characters and not combat. If gameplay and combat balance are very important to you, this mod is not for you. This mod was inspired by jonathan7's Party Clothing mod. Party Clothing was also what inspired me to make my TSL Improved Party Outfits mod. I eventually decided to make my own version on the mod concept for KotOR 1 as well. I set up my mod to be installed via TSLPatcher to maximize compatibility with other mods. 2. USAGE NOTES: For the best experience with this mod, it's recommended to have a completely new KotOR 1 playthrough. If you want to add these improved party member outfits manually via the cheat console or KotOR Savegame Editor, here are the item codes: Bastila’s Robe - llk_bastrobe Canderous’s Jacket - llk_candjkt Carth’s Pilot Suit - llk_carthsuit Jolee’s Robe - llk_jolrobe Juhani’s Robe - llk_juhrobe Mission’s Jacket - llk_missjkt 3. INSTALLATION: Extract the KotOR 1 Improved Party Outfits.zip you downloaded to anywhere you like, as long as it is not within the KoOR directory. Run Install.exe, point the installer to your KotOR directory and let the installer do its magic. NOTE: If you already have the .utc files of the human and humanoid party members in your Override folder (the file names are p_[party member name].utc), when you install this mod a new folder named "backup" will be created in the same folder as the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. 4. UNINSTALLATION: Go to your Override folder, delete the .tga files starting from ia_cloths_201.tga to ia_cloths_206.tga and the .uti files with the "llk_" prefix (without the quotation marks). If a "backup" folder was created when you installed this mod, go to the "backup" folder, cut and paste any .utc. file(s) from the folder and paste the file(s) in your Override folder. If no backup folder was created, simply delete p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc and p_mission.utc from your Override folder. 5. KNOWN ISSUES: None currently known. If you find any other bugs or problems, please let me know. 6. MOD COMPATIBILITY: This mod will likely conflict with any other mods that modify any of the following files, especially if the other mod also modifies the party members' starting armor: p_bastilla.utc p_cand.utc p_carth.utc p_jolee.utc p_juhani.utc p_mission.utc If you want to use any other mods that modify the above files, AND the other mod is installed by putting any of the above files in Override folder, such as Weapons of the Old Republic (WotOR) or KotOR Saber Replacement (KSR) 2022, you need to install my mod AFTER the other mod. If you are using KotOR 1 Community Patch (K1CP), you need to my mod AFTER K1CP. If you want to use both KotOR 1 Restoration (K1R) and this mod, do not install the “Juhani and Jolee Original Clothes” add-on of K1R. This mod is compatible with my Jolee in Unique Outfit Introduction as this mod does not affect Jolee’s introduction on Kashyyyk before he joins your party. I recommend installing both mods to maximize immersion. This mod is not compatible with any other mod that modifies the party members' starting armor or clothing when they join your party. This mod should be compatible with any reskin mods for the party member's default outfits, unless they edit the armor slot in aforementioned .utc files of the party members. 7. PERMISSION: You may modify this mod for your personal use. However if you want to use any files from this mod for your own mod, please ask for my permission before releasing your mod. If I give you permission for it, I request that you credit me when you release your mod. Thank you. 8. CREDITS: jonathan7 for the Party Clothing mod which inspired this mod Fred Tetra for the KotOR Tool tk102 for K-GFF GFF Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 07/26/2022 Category Mods K1R Compatible Yes
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- party members
- bastila shan
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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
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Version 1.3
6,239 downloads
TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat- 2 comments
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View File All PC And Party Portraits (Modders Resource) (TGA) All PC and Party member portraits in TGA format. Use as a base for your own portraits or whatever else you need them for. You don't need to credit me if you use this, but it would be appreciated. I recommend GIMP or Paint.net for editing TGA's. Submitter thetruerevan75 Submitted 07/25/2018 Category Modder's Resources
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View File TSL NPC Stat Fixes Mod TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat Submitter Mellowtron11 Submitted 10/11/2017 Category Mods TSLRCM Compatible Yes
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This tutorial is to help someone out when they ever have to use this feature, especially since it took me a while to figure it out myself. I'm going to show you how to store and restore your current party any time you want in either game. An example from KotOR 1 where this is done is when you are at the Hrakert Station on Manaan and you travel through the airlock and back. You lose your party when you go out, but the people are restored to your party instantly when you go back inside. Similarly in KotOR 2, You can pick your party members at various points. The most notable is picking a team to go to Freedon Nadd's Tomb on Duxn. The game does the same thing here as it does on Manaan: programmatically adding people to your party. (All examples assume it's just you in the party before running them) The code for it is actually very simple. Say you wanted to add Bastila to the party : object oBastila = SpawnAvailableNPC(NPC_BASTILA, GetLocation(GetFirstPC())); AddPartyMember(NPC_BASTILA, oBastila); That seems simple now, but it took me the longest time to figure out that the number at the beginning of AddPartyMember was the NPC's place in the party table. On the Leviathan, I was just working with Bastila and Carth, so 0 and 2 still worked for party member slots (despite the fact that the PC should be in the 0 spot) and I didn't realize the number's meaning. Similarly if you wanted to add Juhani or Kreia, you'd use NPC_JUHANI or NPC_KREIA. But what if you didn't know who to summon? Investigating the Manaan airlocks and the Duxn Tomb's levels, I found that the NPCs' numbers are stored in Global Numbers. These numbers are then retrieved and used in the code above. Here's the code for the Duxn Tomb's OnEnter script: void sub3() { object object1 = SpawnAvailableNPC(GetGlobalNumber("403DXN_PARTY2_NPC2"), GetLocation(GetObjectByTag("sp_cnpc2", 0))); object object4 = SpawnAvailableNPC(GetGlobalNumber("403DXN_PARTY2_NPC3"), GetLocation(GetObjectByTag("sp_cnpc3", 0))); AddPartyMember(GetGlobalNumber("403DXN_PARTY2_NPC2"), object1); AddPartyMember(GetGlobalNumber("403DXN_PARTY2_NPC3"), object4); } In KotOR 1, there are two Global Numbers that you can use freely: "K_PARTY_STORE1" and "K_PARTY_STORE2". If you want to see if those have been used, the game (and you) should check and use the Global Boolean "K_PARTY_STORED". In KotOR 2, Those globals aren't available, so you can either make your own or you'd have to re-purpose the Duxn ones. Re-using the Duxn ones should be safe, since using them before Duxn will have them reset and using them after Duxn shouldn't be a problem.