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Found 239 results

  1. I'm trying to mod death field so it doesn't use a purple tinted version of lightning but instead is visually distinct to match the appearance of drain. Not having any luck.
  2. Please. Current Kotor 1 female heads just aren't doing it for me right now. Checked TSL's heads out of curiosity and bam, turns out this one is perfect. I've spent the last hour or two looking for either the knowledge or the finished job but came up short. Apparently porting only just became allowed relatively recently. I would MASSIVELY appreciate this one way or another.
  3. Ashton Scorpius

    TSL Ebon Hawk Downloadable Map

    Version 1.2.0

    179 downloads

    This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. The idea for it stems from my annoyance at blocked off corners within the ship that prevent you from completely filling out the map on your own. The Ebon Hawk's map is full by default in the original KOTOR, so this also aims to keep that element of consistency. I made the map downloadable from the Ebon Hawk's Security System with respect to how the Information Terminals in Telos Citadel Station allow you to download area maps. I also adjusted the Ebon Hawk's interior maps by adding background stars to make them look less bland. This affects the regular map & prologue map. Installation To install this mod, copy the files from the "Override" folder & paste them in the Override folder located in your game's directory. To uninstall this mod, delete the files from the override folder in your game's directory. The map will not reset after uninstallation (it'll still appear full in affected saves). How to Use To download the Ebon Hawk's map, access the Security System located in the ship's Communications room. Select "Download Ebon Hawk map." from the list then log out. The map will now be completely full & the download option will no longer be available. Note that the prologue sequence defaults the Ebon Hawk's map to full & this mod doesn't change that. Compatibility This mod should be fully compatible with anything else as long as it doesn't override secsys.dlg. As of version 1.2.0, this mod now supports all language variants of the game. The added dialogue is still in English, though translations may be added in the future. Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor The GIMP Team, GIMP Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Feel free to message me on here or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you'd like to use my files as a part of an external work, please reach out to me beforehand. If I give you permission, just make sure to give the proper crediting.
  4. Hi everyone I was wondering if someone could help me out with a little problem. I'm trying to port Kaidon Jorns lightsaber mod that adds Revan's SWTOR lightsaber model for TSL into K1 and I've been following this tutorial (https://www.youtube.com/watch?v=EtxwmXHsIfQ) but he doesn't go over what to do with hilt mdl/mdx files or how to get them into the game. I wanted to do something like JC's Darksaber and add a unique non-upgradeable lightsaber in game but that's beyond the scope of the video. So if anyone has any tips or a link to a tut that would help me id really appreciate it.
  5. InSidious

    MOD:Dxun Holocron

    View File Dxun Holocron Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Submitter InSidious Submitted 12/31/2018 Category Mods TSLRCM Compatible Yes  
  6. Kainzorus Prime

    SKIN:Companions' Robes

    View File Companions' Robes Author: Kainzorus Prime Mod Name: Companions' Personal Robes ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod adds personalized robes for the human companions who can be trained into Force users. It also modifies Handmaiden's robe. 2. Instalation: =========== Place the files in the Override folder. 3. Required mods: =========== http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/101-visas-unmasked/ 4. Usage =========== The character's robe will automatically be added to the inventory once they become a Jedi. 5. REMOVAL: =========== Remove the files from the OVerride folder. 6. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Fair Strides - Inventory spawn scripts. 7. 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. Submitter Kainzorus Prime Submitted 08/22/2015 Category Skins TSLRCM Compatible  
  7. I'm trying to install kotor 2 from an external disk drive but every time I try to open it, it comes up with this
  8. Version 1.0.0

    119 downloads

    Handmaiden Player Head [TSLPort] This mod adds TSL's Brianna/Handmaiden as a selectable-player head for females in KotOR/K1. # Background # This was attempted by request of KohlKatarn from DeadlyStream. # About this Mod # Inside this mod are 2 choices of installation: Main: Install TSL ported Brianna/Handmaiden as a selectable-player head for females in K1, including her original portraits that are ported from TSL Optional: Install custom portraits to replace the original portraits that are ported from TSL The textures are in TPC format and the portraits are in DDS format. # Final Remarks # This attempt was made easier with helps from DarthParametric's "Mira Player Head for K1" change.ini as the guiding hands; as without learning from his mod's setup, this attempt were not going anywhere lol. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Replace the installed files with the files that are stored in the 'Backup' folder. Compatibility: Will be compatible with most mods that are in surface by now. Potentially not compatible with other mods that tries to replaces the model, textures, portraits and messing with 2DAs rows of this installation. Redistribution: You can redistribute this mod or re-release it on any website as long as it meets their requirement; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mod are their base assets. Anyway, credit to me is always a welcome, welcome. Credits: DarthParametric for past-present knowledge which allows me to create any customs for the game KohlKatarn for the idea Dark Hope, VarsityPuppet, redrob41, Sithspecter, JCarter426, Kexikus, Salk and Sith Holocron for being inspirational Elwood288 for without his porting discussion I'd have never learnt about it Fred Tetra for the 'amazing' KotOR Tool bead-v for MDLedit Chuck Chargin Jr./ndix UR for MDLOps ndix UR again for tga2tpc JCarter426 for resource of K1Supermodels that were used on the attempt Darth Sapiens and Paul Ste. Marie for Bioware's DDS Compression Kit stoffe/Fair Strides for TSLPatcher BioWare, Obsidian Entertainment and LucasArts for KotOR and TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss Featured in the screenshots is Dak Drexl's "Dak's Endar Spire Retexture" -eb
  9. Version 1.0.0

    325 downloads

    This mod replaces K1's vanilla static swoop monitor with TSL ported swoop monitor with added animations on its screen. # Background # Lately I have been attempting few porting stuffs between TSL to K1 and then wondered "can PLC_xx be ported?" and the answer is here. # About this Mod # Inside this mod are: One TSL ported swoop monitor model: plc_swscreen MDL/MDX One TSL ported swoop monitor texture in TPC format: TSL_SwpMntr One custom made 11 frames-animated swoop screen in TPC format: AnmtdSwpScrn # Final Remarks # This attempt were much inspired by Sith Holocron's "Swoop Monitors Replacement Pack" as without the said mod, it wouldn't go anywhere than just a mere idea. I learned a lot from his texture and TXI's setup so- lots of credits pretty much addressed to SH and his work! Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Copy-Paste all the included files to the 'Override' folder. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override' folder. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mode are their base assets. Anyways, credit to me is always a welcome, welcome. Credits: Fred Tetra for the 'amazing' KotOR Tool Chuck Chargin Jr./ndix UR for MDLOps bead-v for MDLedit ndix UR for tga2tpc Elwood288 for without his porting discussion I'd have no idea of what I'm doing Sith Holocron for his awesome tons-of-frames' "Swoop Monitors Replacement Pack" which have been the guidance on setting-up the animation et all DeadlyStream for updating the porting policy DarthParametric, Dark Hope, VarsityPuppet, redrob41, Sithspecter, DeadMan, JCarter426, Kexikus and Salk for being inspirational BioWare, Obsidian Entertainment and LucasArts for K1 and TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss -eb
  10. Does anyone have a Handmaiden clothing model with the hood removed? Or is anyone able to create one? Getting ready to replay TSL for the first time in years and plan to edit appearance.2da so that she uses her clothing model in place of various armor, but for it to work right I kinda need it without the hood because I've replaced her head with the Jaesa head that was ported from TOR (though I photoshopped the hair to be white). I don't know the first thing about modeling or I'd try to do it myself.
  11. http://tinyurl.com/FallenOrder Knights of the Old Republic: The Sith Lords, stealth reboot? Yes prithee. Thoughts everyone?
  12. Kainzorus Prime

    [TSL] Prequel Robe Replacement

    Version 1.0

    4,896 downloads

    Author: Kainzorus Prime, Darth DeadMan Mod Name: TSL Prequel Robes Replacement 1.0 ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod replaces the Padawan-type robes with the styles seen in Episode I-III. Includes new icons. 2. Installation: ========= Copy the files from the Main Mod folder into the Override. Overwrite all if prompted. Install optional components from specified folders into the Override as you want. 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.
  13. Ashton Scorpius

    TSL Twi'lek Male 3D Ears

    Version 1.2.1

    85 downloads

    This mod adds proper ears to male Twi'lek heads in KOTOR II. In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete twilek_m.mdl & twilek_m.mdx files from your game's Override folder. Compatibility & Known Issues This mod won't be compatible with anything that overrides the same files. Any Twi'lek male retextures should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting.
  14. Version 1.0.0

    17 downloads

    Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render. I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes. What's Included Jedi Malak (Full body): n_jedimalek.mdl/mdx Sith Governor/Apprentice (Head): sith_app.mdl/mdx Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx Credits Fred Tetra, Kotor Tool bead-v, MDLedit Disclaimer This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. Feel free to use these files however you want, this is a resource & no permissions are necessary.
  15. View File TSL Removed Mouth Cubes (Modder's Resource) Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render. I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes. What's Included Jedi Malak (Full body): n_jedimalek.mdl/mdx Sith Governor/Apprentice (Head): sith_app.mdl/mdx Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx Credits Fred Tetra, Kotor Tool bead-v, MDLedit Disclaimer This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. Feel free to use these files however you want, this is a resource & no permissions are necessary. Submitter Ashton Scorpius Submitted 02/22/2019 Category Modder's Resources  
  16. Ashton Scorpius

    MOD:TSL Malak Mouth Fix

    View File TSL Malak Mouth Fix This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If granted, just make sure to add the proper credit. Submitter Ashton Scorpius Submitted 02/12/2019 Category Mods TSLRCM Compatible Yes  
  17. Ashton Scorpius

    TSL Malak Mouth Fix

    Version 1.0.0

    131 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting verticies that had gaps, enlarging the upper & lower teeth, & adjusting the placement of all of the above. As pointed out by JC, Jedi Malak's model also used the wrong supermodel, which I've included as a fix in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Fair Strides, MDLOps Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If granted, just make sure to add the proper credit.
  18. thetruerevan75

    Bearded Canderous head from TSL?

    Could someone help me get the unused Canderous head from TSL working as a player head in TSL, and ported to K1? A friend wanted me to do it for him, but I told him I can't yet, since I don't have enough experience with modding yet.
  19. I am copying this from the post I made on the Kotor Subreddit: So I am at the rebuilt Jedi enclave, there have been no game breaking bugs up to this point. The cutscenes start happen normally, the scene with Tobin and Kreia sitting down. But when I walk to the Masters, the cutscenes doesn't start, and I can't talk to any of the Masters. I can talk to Kreia, but then it starts a cutscene where I kill the Masters and Kreia starts the DS dialogue. I haven't tested if this forces the dark side ending to trigger yet, but if it doesn't, I can ignore this bug. The mods I have installed that I think might be interfering are Partyswap and Extended Enclave, but I have the patches for that. I heard that having Force Fashion II and Kreia's Extended Robe mod can cause issues, but they never caused any noticeable trouble in past playthroughs. I use the GOG version of the game, I can't recall the version from memory. From memory I have TSLRCM, high level force powers, SLM, force fashion, full force mod, tomb of azdath n'dul, recruit Atris, Korriban expanded, m4-78, Partyswap, extended enclave, Kreia assorted robes collection, force fashion II, Those are the big ones, then there are the texture mods and a few tweaks on world's other than Dantooine. What could be the issue, and is it possible to use Kotor Tool or a similar program to patch the problem myself? I don't want to reinstall the game, but I will if I have to...
  20. Ashton Scorpius

    MOD:TSL Twi'lek Male 3D Ears

    View File TSL Twi'lek Male 3D Ears This mod adds proper ears to male Twi'lek heads in KOTOR II. In the vanilla game, male Twi'lek heads had no geometry for ears, leaving them as flat textures on the head. For every other head in the game that has ears, those ears stick out. After noticing this inconsistency, I decided to take a shot at fixing it. This mod makes an additional adjustment by fixing the eyelid origins, so that they no longer clip through the face when blinking. It may be a small-scale change, but given the frequency of Twi'lek NPCs, it's a nice visual improvement that keeps consistency with other character models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files located in "Override" to the Override folder located in your game's directory. If prompted, select replace, although you might want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete twilek_m.mdl & twilek_m.mdx files from your game's Override folder. Compatibility & Known Issues This mod won't be compatible with anything that overrides the same files. Any Twi'lek male retextures should also work fine with this installed. Known issues: None as of this version's release. Credits Fred Tetra, Kotor Tool bead-v, MDLedit Symmetric, Purifier, & ndix UR; KotOR Blender Blender Foundation, Blender Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please reach out to me & ask for my permission first. If I give the go-ahead, just make sure to give the proper crediting. Submitter Ashton Scorpius Submitted 01/19/2019 Category Mods TSLRCM Compatible Yes  
  21. Version 1.0

    754 downloads

    This mod adds Revan's Robes with the fixes to the Revan model made by Hunters Run. As he stated in his original release, he created the animations as a modder's resource. I have not been able to find any mods which add the robes to the KotOR 2 with these fixes, so I figured I would release this! I have created the .uti file for the robes and added them to a container in the game, so Hunters Run did the vast majority of the work. Please read the readme included in the .zip folder for more info. If anyone knows how to upload mods to the Steam workshop, please let me know! I have been unable to do so thus far and I think it would be coll if this were available via Steam. A big thanks to Hunters Run for fixing the Revan model for TSL! Enjoy!
  22. Kainzorus Prime

    [TSL] Clone Wars Armors

    Version 2.2

    2,966 downloads

    Authors: Kainzorus Prime, Darth DeadMan, Fair Strides Mod Name: [TSL] Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of a Republic Trooper corpse aboard the Harbinger, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Harbinger, marked “Republic Quartermaster Corpse”, found in the Crew Quarters. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc_15a - DC-15A Blaster Rifle dc_15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. 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.
  23. It would be awesome if someone would help me port Trex's brilliant The Jedi Masters mod to work with KOTOR 1 instead or TSL!* You can find out more about it and download it here: http://www.the-jedi-masters.com The reason for this is that I want to attempt to run The Jedi Masters with the Mobile (Android / IOS) version of KOTOR 1, so that would be pretty cool...almost like a new KOTOR game. I have already tried installing The Jedi Masters mod onto the PC version of KOTOR 1, the game launches, when i start a new game the custom loading screeen appears, but then the game crashes! If anyone could provide some help or find the time to port the mod for me (if it is easy to do and does not take too much time / effort), i would greatly appreciate it! UPDATE 1: Progress: 15% Results: Got the game to load a savegame from the first level of the mod without crashing. Managed to get the level to partially (just a very little part of it) load (HUD, doors, characters, text above characters / objects). Can warp to modules using the console, most levels only display a black screen. Loading screens seem to work fine. -------------------- I experimented with The Jedi Masters, i manually installed it (copied all files to neccesary folders) onto a copy of KOTOR 1 (obviously, on purpose), then i selected all the .mdl files in the Override folder, ran them through the K2 to K1 porting process with MDLEdit, batch renamed them then put the converted / ported files back to Override. I basically followed the porting procedure described in Thor110's K1 to K2 level porting tutorial, but in reverse (in MDLEdit open .mdl as K2 file -> convert to ASCII -> open the resulting ASCII file as K1 file -> convert back to Binary). The .mod files from the Modules folder should already be compatible i figured... Progress: now the game loads a save from The Jedi Masters instead of crashing the game. It also shows elements lile the doors and characters, with their corresponding label / text above them! My character cannot move unfortunately. The game crashes when starting a new game, just like before porting the .mdl files. I am definately making some progress here! I wonder why the game won't load the other elements like textures though, as far as i know they should work without porting them, only the .mdl files require porting. UPDATE 2: Progress: 70% Results: Got the game to properly load a savegame from the mod. The level loads completly, all loading screens, maps, textures, characters, journal entries, map, dialogues and most interactions seem to work! I can also now move freely through the game. My character model is displayed without the head, i managed to get around that by changing my appearance to Dustil using Kotor Savegame Editor. -------------------- After the last attepmt when i ported all .mdl files to K1 format, now i also copied all the ported K2 modules and files (textures, models, characters, maps, etc.) that i made for my KOTOR II Mobile portimg attempt. Progress: Now the game loads the entire level, not just the doors and characters. I can walk around the level and interact with NPC's, open doors and containers, have proper conversation, even the journal and map work! When starting a new game it starts a new KOTOR 1 game instead of crashing like it did before. I also copied the files over to an iPad running the Mobile version of KOTOR 1 (i installed / copied the files like a mod)! Some pictures (notice the KOTOR 1 Mobile HUD): *For my personal use only, no files will be published or uploaded without the original modder's clear and explicit consent, as all work related to the mod belongs to him!
  24. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far i managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial i would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! *Updates will be posted to this thread as they come! This post will also be updated as well.
  25. ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/