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Showing results for tags 'swords'.
Found 13 results
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Version 1.1.1
558 downloads
**While most of the screenshots are in K2, all of the stuff shown is what is in the download, and the screenshots are just used for the sake of me not having to retake all the screenshot.** *NOTHING QUALITY WISE IS CHANGED IN THE TEXTURE FILES* Description: The swords, axes, and stun batons in Vanilla K1 aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL and K1. I also wanted to make this eventually, so why not do it now? The vanilla K1 swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. These are texture re-used from the TSL Melee Texture Enhancement I uploaded, but just the files K1 has. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture (re-used 2nd Stun Baton texture for this K1 version) , since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the K1 directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your K1 directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, etc.) You can re-use one of these textures in your own mod, as long as you have my permission. This mod should be compatible with any mods as long as they don't change or edit the melee textures used in this mod. This does not change or edit any new melee textures used in other mods, it is simply a vanilla add-on, and does not require anything but the download to use. 🙂- 3 comments
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- kotor
- enhancement
- (and 4 more)
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Version 0.2.0 Beta
777 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! 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. -
View File K1 Loot Overhaul A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! 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. Submitter N-DReW25 Submitted 03/03/2024 Category Mods K1R Compatible No
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Version 1.1.1
649 downloads
Description: The swords, axes, and stun batons in Vanilla TSL aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL. I also wanted to make this eventually, so why not do it now? The vanilla TSL swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture, since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the TSL directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, Steam Workshop. etc.) You can re-use one of these textures in your own mod, as long as you have my permission. -
View File K1 Melee Texture Enhancement **While most of the screenshots are in K2, all of the stuff shown is what is in the download, and the screenshots are just used for the sake of me not having to retake all the screenshot.** *NOTHING QUALITY WISE IS CHANGED IN THE TEXTURE FILES* Description: The swords, axes, and stun batons in Vanilla K1 aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL and K1. I also wanted to make this eventually, so why not do it now? The vanilla K1 swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. These are texture re-used from the TSL Melee Texture Enhancement I uploaded, but just the files K1 has. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture (re-used 2nd Stun Baton texture for this K1 version) , since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the K1 directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your K1 directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, etc.) You can re-use one of these textures in your own mod, as long as you have my permission. This mod should be compatible with any mods as long as they don't change or edit the melee textures used in this mod. This does not change or edit any new melee textures used in other mods, it is simply a vanilla add-on, and does not require anything but the download to use. 🙂 Submitter Lewok2007 Submitted 06/04/2023 Category Skins K1R Compatible Yes
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- enhancement
- kotor
- (and 4 more)
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Version 1.0
39,361 downloads
Hey guys! What's going on? I've got a quick little mod that changes something that always annoyed me in K1. When you got Ajunta Paul's swords in his Tomb, they were basically useless. They didn't have any stats, you couldn't sell them for anything, so what was the point of using them other than looking cool? Anyways, I'm here to fix that! I made all four of the swords found in his tomb useful! I edited the stats, and made them avaialbe to actually sell for credits! But be aware, if you sell them you better have some credits in-store to buy them back! NOTE: If you have the Weapon Model Overhaul Texture Rework, there is a version of my mod that is compatible with that mod (due to one of the files being the same) NOTE 2: In the picture, not all stats are displayed. Also, the game glitches out some stats, and includes them twice. When you are actually using the weapons though, the stats are not doubled. It's just the game being weird. -
View File TSL Melee Texture Enhancement Description: The swords, axes, and stun batons in Vanilla TSL aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL. I also wanted to make this eventually, so why not do it now? The vanilla TSL swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture, since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the TSL directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, Steam Workshop. etc.) You can re-use one of these textures in your own mod, as long as you have my permission. Submitter Lewok2007 Submitted 05/21/2023 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
1,111 downloads
Weapon Model Overhaul Patch ------------------------------ The purpose of this mod is to provide a patch to finally be able to use Toasty Fresh's weapon models' mod in Kotor 2 and the excellent reskin by Fallen Guardian. When I first started diving into modding for Kotor 2 one of the first mods I stumbled across was Toasty Fresh's Weapons Model Overhaul mod (and Fallen Guardian's retexture of it), which provided what looked like some great high resolution version of the game's vanilla swords and vibroswords. Unfortunately, when I tried to add it to my TSL override folder, it immediately caused the game to crash. Now, after learning more about this game and its mods I was finally able to revisit it and patch it so that those models will work with TSL as well (thanks to PoopaPapaPalpatine for reminding me about it). While there is already an excellent blaster mod in the High Quality Blasters mod. Toasty Fresh's mod really does an excellent job of providing a high resolution version of the game's vanilla swords and vibroweapons, particularly when paired with Fallen Guardian's retexture. If you, like me want to use those weapons on your TSL game, this patch should allow you to do so. THIS MOD IS A PATCH, YOU STILL NEED THE ORIGINAL MOD TO GET THIS TO WORK. You can find the original mod here: https://www.nexusmods.com/kotor/mods/1096 I also personally recommend Fallen Guardian's retexture which can be found here: https://deadlystream.com/files/file/369-weapon-model-overhaul-texture-rework/ Since I mainly wanted the melee weapons out of this mod, I separated the swords and blasters into two separate folders for your convenience. ------------------------------ Installation ------------------------------ First start by installing Toasty Fresh's mod by dragging the files in it to your override folder. If you want Fallen Guardian's textures, install his mod next overwriting all relevant files. Finally move the files in this mod to your override folder overwriting any conflicts. ------------------------------ Uninstallation ------------------------------ Simply delete the contents of this mod from your override folder. -
View File Weapons Model Overhaul Patch for TSL Weapon Model Overhaul Patch ------------------------------ The purpose of this mod is to provide a patch to finally be able to use Toasty Fresh's weapon models' mod in Kotor 2 and the excellent reskin by Fallen Guardian. When I first started diving into modding for Kotor 2 one of the first mods I stumbled across was Toasty Fresh's Weapons Model Overhaul mod (and Fallen Guardian's retexture of it), which provided what looked like some great high resolution version of the game's vanilla swords and vibroswords. Unfortunately, when I tried to add it to my TSL override folder, it immediately caused the game to crash. Now, after learning more about this game and its mods I was finally able to revisit it and patch it so that those models will work with TSL as well (thanks to PoopaPapaPalpatine for reminding me about it). While there is already an excellent blaster mod in the High Quality Blasters mod. Toasty Fresh's mod really does an excellent job of providing a high resolution version of the game's vanilla swords and vibroweapons, particularly when paired with Fallen Guardian's retexture. If you, like me want to use those weapons on your TSL game, this patch should allow you to do so. THIS MOD IS A PATCH, YOU STILL NEED THE ORIGINAL MOD TO GET THIS TO WORK. You can find the original mod here: https://www.nexusmods.com/kotor/mods/1096 I also personally recommend Fallen Guardian's retexture which can be found here: https://deadlystream.com/files/file/369-weapon-model-overhaul-texture-rework/ Since I mainly wanted the melee weapons out of this mod, I separated the swords and blasters into two separate folders for your convenience. ------------------------------ Installation ------------------------------ First start by installing Toasty Fresh's mod by dragging the files in it to your override folder. If you want Fallen Guardian's textures, install his mod next overwriting all relevant files. Finally move the files in this mod to your override folder overwriting any conflicts. ------------------------------ Uninstallation ------------------------------ Simply delete the contents of this mod from your override folder. Submitter Nehua Submitted 06/12/2022 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
332 downloads
Instruction: Copy the g_w_warblade001.uti file and select the files: p_hanharr.utc p_hanharr001.utc p_hanharr002.utc from the proposed options in the override folder. Description: This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon. To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory. I also added the following to his inventory: 1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee. 2. War sword wookiee. 3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle. 4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed. 5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon. 6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it. For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits. I added two options for carrying a Hanharr weapon - 1. NOT EQUIPPED, is in inventory. Wookiee will be equipped in standard blades, and the Wookiee sword will be in his inventory. 2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory. The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon! Credits: Do not use this modification in any form without my permission. -
View File Wookiee Warblade and Hanharr fix for TSL Instruction: Copy the g_w_warblade001.uti file and select the files: p_hanharr.utc p_hanharr001.utc p_hanharr002.utc from the proposed options in the override folder. Description: This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon. To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory. I also added the following to his inventory: 1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee. 2. War sword wookiee. 3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle. 4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed. 5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon. 6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it. For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits. I added two options for carrying a Hanharr weapon - 1. NOT EQUIPPED, is in inventory. Wookiee will be equipped in standard blades, and the Wookiee sword will be in his inventory. 2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory. The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon! Credits: Do not use this modification in any form without my permission. Submitter todevuch Submitted 10/15/2018 Category Mods TSLRCM Compatible Yes
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Hello folks! Some of you could be wondering, where I was for the last months, or why I didn't released anything new. Long story short - I was consumed by modding the first Witcher game. And now I want to share my work with you. I proudly present you the mod I've been working on since March and recently released - Complete Sword Overhaul. It will replace all ingame sword models with new, high-quality ones. It also makes each sword to use unique model, so your freshly-crafted meteorite sword will not look exactly like the basic one. It took much longer to complete it than I initially thought, but it was worth it.
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View File Ajunta Pall's Swords Revamped Hey guys! What's going on? I've got a quick little mod that changes something that always annoyed me in K1. When you got Ajunta Paul's swords in his Tomb, they were basically useless. They didn't have any stats, you couldn't sell them for anything, so what was the point of using them other than looking cool? Anyways, I'm here to fix that! I made all four of the swords found in his tomb useful! I edited the stats, and made them avaialbe to actually sell for credits! But be aware, if you sell them you better have some credits in-store to buy them back! NOTE: If you have the Weapon Model Overhaul Texture Rework, there is a version of my mod that is compatible with that mod (due to one of the files being the same) NOTE 2: In the picture, not all stats are displayed. Also, the game glitches out some stats, and includes them twice. When you are actually using the weapons though, the stats are not doubled. It's just the game being weird. Submitter Rece Submitted 05/02/2015 Category Mods