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Found 285 results

  1. Version 2.0.0

    4,656 downloads

    This mod replaces the static computer panel placeables [PLC_comPanel] that found throughout the game; such as one in the Bumani's, Medical Unit, and Czerka's [on Telos] with the animated ones. -= BACKGROUND =- It was Sith Holocron's request about his least favorite texture in KotOR2/TSL that makes me work on this mod. But as time goes by curiosity on trying to improve it haunts me, by doing more and looking much better -- hence the born of v2.0.0. On this [as well as the previous one] I have him to help on making the panel screen, hence the sweet result of a movie-like looking ones. You should check out his blog from where the inspiration comes -- And then with DarthParametric's handy-hands the panel now have a new symmetrical frame, some 3D buttons, also few TOR-ported bits on the screen. Not stopping there, it now have a new panel board decals -- a copied work from Frank Diorio's downloadable decals [then niubniubsuniverse-dot-com]. -= ABOUT THIS MOD =- Inside this mod are 2 version; transparent screen and a solid-non-transparent version. Preview: Transparent Solid Specifics: New panel frame trimesh made by @DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by @Sith Holocron Panel board bitmap made by Frank Diorio TOR ported animated bits redistributed by DarthParametric Tools mostly worked on to -- KOTORmax [gmax] by bead-v / Aurora MDL [N++] by Symmetric The panel texture currently still in vanilla scheme [based on stock PLC_comPanel], albeit upscaled to x1024 from x256 using PS'. -= KNOWN ISSUES =- With transparent version, some objects will become invisible behind the screen; such as traffics seen from Medical Unit and lightsaber as well with the hilt. There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. Nothing that I know of though for the lightsabers. -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer and choose INSTALL option. Pick one you choose -- then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu For a clean uninstallation, remove these files from the Override after proceeding with the main procedure -- eb_plc_commpane1/2.MDL eb_plc_commpane1/2.MDX eb_plc_commpane1/2.PWK eb_companel_btns.TPC eb_companel_pnel.TPC eb_companel_wave.TPC sheb_compnl_scrn.TPC -= COMPATIBILITY =- Not compatible with mods that hard-overwrites placeables.2DA Not compatible with mods that alter the modelname and label setup for RowIndex 292 in placeables.2DA Not compatible with mods which happened to have the same name with the MDL, MDX, PWK, and TPC-s that included with this mod -= REDISTRIBUTION =- Do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, please be kindly to ask for permission first - that way I know what's up, and if it's interesting enough I might offer to be involved, lol. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force Obsidian Entertainment and LucasArts for The Sith Lords Frank Diorio as the creator of panel board bitmap Sith Holocron for feedbacks, ideas and the panel screen DarthParametric for past-present knowledge, his creation that I took learn from, and particularly with this project -- the panel frame, 3D buttons as well the TOR-ported bits [and both endless technical-to-non assistance which makes this mod possible] JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool bead-v for KOTORmax and MDLedit Symmetric for Aurora MDL ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor All Tool Makers wasn't mentioned - can't make it without y'all! All streamers on DeadlyStream All modders either active or inactive DeadlyStream for being a home -- a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site DeadlyStream's #modding [Discord] channel that particularly essential for this project -eb
  2. View File [TSL] Animated Computer Panel This mod replaces the static computer panel placeables [PLC_comPanel] that found throughout the game; such as one in the Bumani's, Medical Unit, and Czerka's [on Telos] with the animated ones. -= BACKGROUND =- It was Sith Holocron's request about his least favorite texture in KotOR2/TSL that makes me work on this mod. But as time goes by curiosity on trying to improve it haunts me, by doing more and looking much better -- hence the born of v2.0.0. On this [as well as the previous one] I have him to help on making the panel screen, hence the sweet result of a movie-like looking ones. You should check out his blog from where the inspiration comes -- And then with DarthParametric's handy-hands the panel now have a new symmetrical frame, some 3D buttons, also few TOR-ported bits on the screen. Not stopping there, it now have a new panel board decals -- a copied work from Frank Diorio's downloadable decals [then niubniubsuniverse-dot-com]. -= ABOUT THIS MOD =- Inside this mod are 2 version; transparent screen and a solid-non-transparent version. Preview: Transparent Solid Specifics: New panel frame trimesh made by @DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by @Sith Holocron Panel board bitmap made by Frank Diorio TOR ported animated bits redistributed by DarthParametric Tools mostly worked on to -- KOTORmax [gmax] by bead-v / Aurora MDL [N++] by Symmetric The panel texture currently still in vanilla scheme [based on stock PLC_comPanel], albeit upscaled to x1024 from x256 using PS'. -= KNOWN ISSUES =- With transparent version, some objects will become invisible behind the screen; such as traffics seen from Medical Unit and lightsaber as well with the hilt. There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. Nothing that I know of though for the lightsabers. -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer and choose INSTALL option. Pick one you choose -- then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu For a clean uninstallation, remove these files from the Override after proceeding with the main procedure -- eb_plc_commpane1/2.MDL eb_plc_commpane1/2.MDX eb_plc_commpane1/2.PWK eb_companel_btns.TPC eb_companel_pnel.TPC eb_companel_wave.TPC sheb_compnl_scrn.TPC -= COMPATIBILITY =- Not compatible with mods that hard-overwrites placeables.2DA Not compatible with mods that alter the modelname and label setup for RowIndex 292 in placeables.2DA Not compatible with mods which happened to have the same name with the MDL, MDX, PWK, and TPC-s that included with this mod -= REDISTRIBUTION =- Do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, please be kindly to ask for permission first - that way I know what's up, and if it's interesting enough I might offer to be involved, lol. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force Obsidian Entertainment and LucasArts for The Sith Lords Frank Diorio as the creator of panel board bitmap Sith Holocron for feedbacks, ideas and the panel screen DarthParametric for past-present knowledge, his creation that I took learn from, and particularly with this project -- the panel frame, 3D buttons as well the TOR-ported bits [and both endless technical-to-non assistance which makes this mod possible] JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool bead-v for KOTORmax and MDLedit Symmetric for Aurora MDL ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor All Tool Makers wasn't mentioned - can't make it without y'all! All streamers on DeadlyStream All modders either active or inactive DeadlyStream for being a home -- a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site DeadlyStream's #modding [Discord] channel that particularly essential for this project -eb Submitter ebmar Submitted 10/20/2018 Category Skins TSLRCM Compatible Yes
  3. As everyone is aware, the Steam version of TSL has a delightful issue involving modded lightsaber textures, as well as with the fog effect, all due to the Aspyr patch. However, considering the fog issue was worked out, I am curious as to why the lightsaber texture issue has likewise not been fixed. Is it a matter of being unable to find the source of the issue, or is it literally impossible to reconcile? If this has already been asked, then I apologize; I'm just curious as to what exactly is going on "behind the scenes", so to speak.
  4. Version 1.0

    658 downloads

    Hey everyone this is the first mod that I have ever made so I hope y'all like it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Prestige Class Bundles" is a mod that adds in 6 bundles unique to the 6 Prestige Classes, each bundle consisting of a custom robes and color crystal that is unique to that prestige. In order to get this bundle, once you have gained your prestige class with Kreia you may exit and re-enter the Ebon Hawk to trigger a dialog pop-up, the rest you will have to figure out for yourself! Enjoy!!! My mod includes the following items accessible by the player: ~ 6 New Robes ~ 6 New Color Crystals (+1 that is only accessible by cheats) Installation: ~ Simply Run the TSLPatcher and voila!! Manual Install: ~ Extract the folder to the desktop, locate the tslpatchdata folder, copy all items items (EXCEPT changes.ini and info.rtf) to the override folder. Uninstallation: ~ Locate your override folder and delete the files that you copied in when you installed! If you want to cheat in any of the items here are all of the codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ninko_robe01 ninko_robe02 ninko_robe03 ninko_robe04 ninko_robe05 ninko_robe06 u_l_colo_99 u_l_colo_98 u_l_colo_97 u_l_colo_96 u_l_colo_95 u_l_colo_94 g_w_lghtsbr_99 g_w_lghtsbr_98 g_w_lghtsbr_97 g_w_lghtsbr_96 g_w_lghtsbr_95 g_w_lghtsbr_94 g_w_dblsbr_099 g_w_dblsbr_098 g_w_dblsbr_097 g_w_dblsbr_096 g_w_dblsbr_095 g_w_dblsbr_094 g_w_shortsbr_99 g_w_shortsbr_98 g_w_shortsbr_97 g_w_shortsbr_96 g_w_shortsbr_95 g_w_shortsbr_94 And for the crystal that is currently only available by cheats: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ u_l_colo_69 g_w_lghtsbr_69 g_w_dblsbr_069 g_w_shortsbr_69 Credits: ~~~~~~ Special Thanks to FairStrides for helping with the scripting for my mod!! Appreciate it heaps and it wouldn't have been a mod without his help! Thanks to VarsityPuppet for some texture help! Thanks to Rece for his tutorial on Animated Textures! Also thanks to anyone that has helped me along the way that hasn't been mentioned!!!! THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  5. Version 1.0

    1,288 downloads

    Author: Kainzorus Prime Mod Name: Peragus Galaxy Map Change ************************* 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 introduces a very simple change to one of those little things that are there just to be annoying. The galaxy map on the Ebon Hawk displays both the planet icon and the model for Peragus II as a random brown ball. Which looks nothing like the planet you can see during the prologue or while on the outside of the facility. This mod fixes these two through texture changes. 2. Instalation: ========= Place the files in the Override folder. 3. Usage ========= The mod will replace the textures as soon as they're in the Override. 4. REMOVAL: =========== Remove the files from the OVerride folder. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. 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 Odyysey 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.
  6. That recent animated aging avatar by Sith Holocron made me think about the external signs of the age of the Jedi Masters in TSL. The Council holorecord was from 10 years prior the game, but the members of the Council did not visually change (do they use the same models?). And obviously they could not be too young to begin with. Especially Vrook, he was same old man in the TSL (3951 BBY), in K1 (3956 BBY), in the holorecord (around 3960 BBY), in the comics "KOTOR" set shortly before the Mandalorian Wars (3964 BBY). He was even in the Council in the comics about Duron Qel-Droma (3993 BBY) and looked like he was already over 40 (this might just be an oversight, but funny in the context of this post). In less than 10 years, Malak received tattoos, unique armor, skin changes due to the influence of DS, lost his jaw, replaced it with a metal plate, as a result received a new voice and, in the end, was killed. Revan shaved / grew facial hair all the time. But the members of the High Council didn't even change their hairstyles (let's assume that Atris had closet full of same white librarian' s robes). This may be a reasonable idea for a mod or, perhaps, some kind of expansion to Full Jedi Council mod to visually reflect passing years on masters, for example, to make Atris and Lonna Vash younger in Holorecord and to age Vrook in the present time. Kavar and Zes-Kai Ell can be changed in any direction, I'm not sure about them (they appeared only in the background of one comic book). What do you think about this subject? And is anyone willing to create such a mod if it fits the lore?
  7. Version 1.0.0

    314 downloads

    Movie Mandalorians - Retextured by Mcfly -------------------- My intention in making these textures was to fuse the concept of the Movie Mandalorians mod, with the original in-game Mandalorian designs. I initially made these just for my own use, but I decided to release them once I finally completed the set. -------------------- Install: -------------------- - These textures require the Movie Mandalorians mod by Deadman. - Copy all .tga files into your KOTOR2/override folder. -------------------- Uninstall: -------------------- - Delete the .tga files from your override folder. - Reinstall Movie Mandalorians mod to restore the original textures -------------------- Special Thanks: -------------------- - Deadman, for creating the original mod. Thank you Deadman! -------------------- Permission: -------------------- - Anyone is welcome to do whatever they like with these. -------------------- Contact: -------------------- If for any reason you want to contact me, you can find me on DeadlyStream and NexusMods. - Mcfly696 @ NexusMods - Mcfly @ DeadlyStream
  8. Ferc Kast

    K1 Heads Port

    Version 1.0.1

    590 downloads

    ================================ KNIGHTS OF THE REPUBLIC II Mod ================================ Title: K1 Heads Port Version: 1.0.1 Author: Ferc Kast Contact: PM me on DeadlyStream *********** DESCRIPTION *********** This mod ports the original player heads from KOTOR I for use as playable heads in KOTOR II. To use reskins for these heads, follow these steps: 1) Move the relevant head and / or portrait tpcs out of your override folder. 2) After extracting the textures from the reskin mod, prefix the head texture filenames with "K1_" or "k1_" (without the quotes). 3) Copy the textures into your override folder. ************ INSTALLATION ************ Unzip the file. Run TSLPatcher, and point the installer to your KOTOR II installation folder. If you are using the Steam copy of TSLRCM, point it to the folder where it is installed. ************** UNINSTALLATION ************** Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder: - k1_pfha01.mdl - k1_pfha01.mdx - k1_pfha01.tpc - k1_pfha01d.tpc - k1_pfha01d1.tpc - k1_pfha01d2.tpc - k1_pfha01d3.tpc - k1_pfha02.mdl - k1_pfha02.mdx - k1_pfha02.tpc - k1_pfha02d.tpc - k1_pfha02d1.tpc - k1_pfha02d2.tpc - k1_pfha02d3.tpc - k1_pfha03.mdl - k1_pfha03.mdx - k1_pfha03.tpc - k1_pfha03d.tpc - k1_pfha03d1.tpc - k1_pfha03d2.tpc - k1_pfha03d3.tpc - k1_pfha04.mdl - k1_pfha04.mdx - k1_pfha04.tpc - k1_pfha04d.tpc - k1_pfha04d1.tpc - k1_pfha04d2.tpc - k1_pfha04d3.tpc - k1_pfha05.mdl - k1_pfha05.mdx - k1_pfha05.tpc - k1_pfha05d.tpc - k1_pfha05d1.tpc - k1_pfha05d2.tpc - k1_pfha05d3.tpc - k1_pfhb01.mdl - k1_pfhb01.mdx - k1_pfhb01.tpc - k1_pfhb01d.tpc - k1_pfhb01d1.tpc - k1_pfhb01d2.tpc - k1_pfhb01d3.tpc - k1_pfhb02.mdl - k1_pfhb02.mdx - k1_pfhb02.tpc - k1_pfhb02d.tpc - k1_pfhb02d1.tpc - k1_pfhb02d2.tpc - k1_pfhb02d3.tpc - k1_pfhb03.mdl - k1_pfhb03.mdx - k1_pfhb03.tpc - k1_pfhb03d.tpc - k1_pfhb03d1.tpc - k1_pfhb03d2.tpc - k1_pfhb03d3.tpc - k1_pfhb04.mdl - k1_pfhb04.mdx - k1_pfhb04.tpc - k1_pfhb04d.tpc - k1_pfhb04d1.tpc - k1_pfhb04d2.tpc - k1_pfhb04d3.tpc - k1_pfhb05.mdl - k1_pfhb05.mdx - k1_pfhb05.tpc - k1_pfhb05d.tpc - k1_pfhb05d1.tpc - k1_pfhb05d2.tpc - k1_pfhb05d3.tpc - k1_pfhc01.mdl - k1_pfhc01.mdx - k1_pfhc01.tpc - k1_pfhc01d.tpc - k1_pfhc01d1.tpc - k1_pfhc01d2.tpc - k1_pfhc01d3.tpc - k1_pfhc02.mdl - k1_pfhc02.mdx - k1_pfhc02.tpc - k1_pfhc02d.tpc - k1_pfhc02d1.tpc - k1_pfhc02d2.tpc - k1_pfhc02d3.tpc - k1_pfhc03.mdl - k1_pfhc03.mdx - k1_pfhc03.tpc - k1_pfhc03d.tpc - k1_pfhc03d1.tpc - k1_pfhc03d2.tpc - k1_pfhc03d3.tpc - k1_pfhc04.mdl - k1_pfhc04.mdx - k1_pfhc04.tpc - k1_pfhc04d.tpc - k1_pfhc04d1.tpc - k1_pfhc04d2.tpc - k1_pfhc04d3.tpc - k1_pfhc05.mdl - k1_pfhc05.mdx - k1_pfhc05.tpc - k1_pfhc05d.tpc - k1_pfhc05d1.tpc - k1_pfhc05d2.tpc - k1_pfhc05d3.tpc - k1_pmha01.mdl - k1_pmha01.mdx - k1_pmha01.tpc - k1_pmha01d.tpc - k1_pmha01d1.tpc - k1_pmha01d2.tpc - k1_pmha01d3.tpc - k1_pmha02.mdl - k1_pmha02.mdx - k1_pmha02.tpc - k1_pmha02d.tpc - k1_pmha02d1.tpc - k1_pmha02d2.tpc - k1_pmha02d3.tpc - k1_pmha03.mdl - k1_pmha03.mdx - k1_pmha03.tpc - k1_pmha03d.tpc - k1_pmha03d1.tpc - k1_pmha03d2.tpc - k1_pmha03d3.tpc - k1_pmha04.mdl - k1_pmha04.mdx - k1_pmha04.tpc - k1_pmha04d.tpc - k1_pmha04d1.tpc - k1_pmha04d2.tpc - k1_pmha04d3.tpc - k1_pmha05.mdl - k1_pmha05.mdx - k1_pmha05.tpc - k1_pmha05d.tpc - k1_pmha05d1.tpc - k1_pmha05d2.tpc - k1_pmha05d3.tpc - k1_pmhb01.mdl - k1_pmhb01.mdx - k1_pmhb01.tpc - k1_pmhb01d.tpc - k1_pmhb01d1.tpc - k1_pmhb01d2.tpc - k1_pmhb01d3.tpc - k1_pmhb02.mdl - k1_pmhb02.mdx - k1_pmhb02.tpc - k1_pmhb02d.tpc - k1_pmhb02d1.tpc - k1_pmhb02d2.tpc - k1_pmhb02d3.tpc - k1_pmhb03.mdl - k1_pmhb03.mdx - k1_pmhb03.tpc - k1_pmhb03d.tpc - k1_pmhb03d1.tpc - k1_pmhb03d2.tpc - k1_pmhb03d3.tpc - k1_pmhb04.mdl - k1_pmhb04.mdx - k1_pmhb04.tpc - k1_pmhb04d.tpc - k1_pmhb04d1.tpc - k1_pmhb04d2.tpc - k1_pmhb04d3.tpc - k1_pmhb05.mdl - k1_pmhb05.mdx - k1_pmhb05.tpc - k1_pmhb05d.tpc - k1_pmhb05d1.tpc - k1_pmhb05d2.tpc - k1_pmhb05d3.tpc - k1_pmhc01.mdl - k1_pmhc01.mdx - k1_pmhc01.tpc - k1_pmhc01d.tpc - k1_pmhc01d1.tpc - k1_pmhc01d2.tpc - k1_pmhc01d3.tpc - k1_pmhc02.mdl - k1_pmhc02.mdx - k1_pmhc02.tpc - k1_pmhc02d.tpc - k1_pmhc02d1.tpc - k1_pmhc02d2.tpc - k1_pmhc02d3.tpc - k1_pmhc03.mdl - k1_pmhc03.mdx - k1_pmhc03.tpc - k1_pmhc03d.tpc - k1_pmhc03d1.tpc - k1_pmhc03d2.tpc - k1_pmhc03d3.tpc - k1_pmhc04.mdl - k1_pmhc04.mdx - k1_pmhc04.tpc - k1_pmhc04d.tpc - k1_pmhc04d1.tpc - k1_pmhc04d2.tpc - k1_pmhc04d3.tpc - k1_pmhc05.mdl - k1_pmhc05.mdx - k1_pmhc05.tpc - k1_pmhc05d.tpc - k1_pmhc05d1.tpc - k1_pmhc05d2.tpc - k1_pmhc05d3.tpc - pmha05hair.tpc - po_pfha1.tpc - po_pfha1d.tpc - po_pfha1d1.tpc - po_pfha1d2.tpc - po_pfha1d3.tpc - po_pfha2.tpc - po_pfha2d.tpc - po_pfha2d1.tpc - po_pfha2d2.tpc - po_pfha2d3.tpc - po_pfha3.tpc - po_pfha3d.tpc - po_pfha3d1.tpc - po_pfha3d2.tpc - po_pfha3d3.tpc - po_pfha4.tpc - po_pfha4d.tpc - po_pfha4d1.tpc - po_pfha4d2.tpc - po_pfha4d3.tpc - po_pfha5.tpc - po_pfha5d.tpc - po_pfha5d1.tpc - po_pfha5d2.tpc - po_pfha5d3.tpc - po_pfhb1.tpc - po_pfhb1d.tpc - po_pfhb1d1.tpc - po_pfhb1d2.tpc - po_pfhb1d3.tpc - po_pfhb2.tpc - po_pfhb2d.tpc - po_pfhb2d1.tpc - po_pfhb2d2.tpc - po_pfhb2d3.tpc - po_pfhb3.tpc - po_pfhb3d.tpc - po_pfhb3d1.tpc - po_pfhb3d2.tpc - po_pfhb3d3.tpc - po_pfhb4.tpc - po_pfhb4d.tpc - po_pfhb4d1.tpc - po_pfhb4d2.tpc - po_pfhb4d3.tpc - po_pfhb5.tpc - po_pfhb5d.tpc - po_pfhb5d1.tpc - po_pfhb5d2.tpc - po_pfhb5d3.tpc - po_pfhc1.tpc - po_pfhc1d.tpc - po_pfhc1d1.tpc - po_pfhc1d2.tpc - po_pfhc1d3.tpc - po_pfhc2.tpc - po_pfhc2d.tpc - po_pfhc2d1.tpc - po_pfhc2d2.tpc - po_pfhc2d3.tpc - po_pfhc3.tpc - po_pfhc3d.tpc - po_pfhc3d1.tpc - po_pfhc3d2.tpc - po_pfhc3d3.tpc - po_pfhc4.tpc - po_pfhc4d.tpc - po_pfhc4d1.tpc - po_pfhc4d2.tpc - po_pfhc4d3.tpc - po_pfhc5.tpc - po_pfhc5d.tpc - po_pfhc5d1.tpc - po_pfhc5d2.tpc - po_pfhc5d3.tpc - po_pmha1.tpc - po_pmha1d.tpc - po_pmha1d1.tpc - po_pmha1d2.tpc - po_pmha1d3.tpc - po_pmha2.tpc - po_pmha2d.tpc - po_pmha2d1.tpc - po_pmha2d2.tpc - po_pmha2d3.tpc - po_pmha3.tpc - po_pmha3d.tpc - po_pmha3d1.tpc - po_pmha3d2.tpc - po_pmha3d3.tpc - po_pmha4.tpc - po_pmha4d.tpc - po_pmha4d1.tpc - po_pmha4d2.tpc - po_pmha4d3.tpc - po_pmha5.tpc - po_pmha5d.tpc - po_pmha5d1.tpc - po_pmha5d2.tpc - po_pmha5d3.tpc - po_pmhb1.tpc - po_pmhb1d.tpc - po_pmhb1d1.tpc - po_pmhb1d2.tpc - po_pmhb1d3.tpc - po_pmhb2.tpc - po_pmhb2d.tpc - po_pmhb2d1.tpc - po_pmhb2d2.tpc - po_pmhb2d3.tpc - po_pmhb3.tpc - po_pmhb3d.tpc - po_pmhb3d1.tpc - po_pmhb3d2.tpc - po_pmhb3d3.tpc - po_pmhb4.tpc - po_pmhb4d.tpc - po_pmhb4d1.tpc - po_pmhb4d2.tpc - po_pmhb4d3.tpc - po_pmhb5.tpc - po_pmhb5d.tpc - po_pmhb5d1.tpc - po_pmhb5d2.tpc - po_pmhb5d3.tpc - po_pmhc1.tpc - po_pmhc1d.tpc - po_pmhc1d1.tpc - po_pmhc1d2.tpc - po_pmhc1d3.tpc - po_pmhc2.tpc - po_pmhc2d.tpc - po_pmhc2d1.tpc - po_pmhc2d2.tpc - po_pmhc2d3.tpc - po_pmhc3.tpc - po_pmhc3d.tpc - po_pmhc3d1.tpc - po_pmhc3d2.tpc - po_pmhc3d3.tpc - po_pmhc4.tpc - po_pmhc4d.tpc - po_pmhc4d1.tpc - po_pmhc4d2.tpc - po_pmhc4d3.tpc - po_pmhc5.tpc - po_pmhc5d.tpc - po_pmhc5d1.tpc - po_pmhc5d2.tpc - po_pmhc5d3.tpc **** BUGS **** Some of the male lips clip slightly on the character creation screen, but they are fine during the rest of the game. Let me know if you find any others. ******* CREDITS ******* - Fred Tetra, for developing the KOTOR Tool - Stoffe, for developing TSLPatcher ********* CHANGELOG ********* 1.0.1 - Updated Readme for clearer instructions on using reskins with this mod. 1.0 - Initial Release *********** PERMISSIONS *********** You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me. ********** DISCLAIMER ********** THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  9. Version 1.2

    2,417 downloads

    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.
  10. Hi With the release of the KotOR Save Importer for TSL (found here), making TSL's continuity match what happened in a KotOR game is now possible. I'm hoping to create a mod which adds some continuity features to TSL based on the events in KotOR 1. Thor110 has offered to help with this, and if anyone else would like to contribute I'm very open to that as well. I created this thread to continue a great discussion on the DS modding discord about some possible additions to TSL. If you have any suggestions for things we could add to TSL that depend on the player's actions in KOTOR 1, please respond to this post with them. In that discussion, we came up with the following suggestions (credit given where due; apologies if I missed someone, I did my best): - Atton no longer requiring the player to tell him what happened in KotOR 1 (me) - Cameos in TSL are adjusted based on the events of KotOR 1 (Thor110, Soaring__Sky) - HK-47 is found in a shop on Nar Shaddaa if he wasn't purchased in KotOR 1 (Thor110) - Obligatory Deadeye Duncan appearance (bogpill) - Yuthura (Soaring__Sky) - Elise from Dantooine (yeah... her) (bogpill) - Nikto NPCs referencing swoop gang choices from K1 (134340Goat) - Add some T3 dialog discussing what happened in K1, depending on whether the player repaired T3's memory in K1 (134340Goat) - Mission/Zaalbar/their allies(?) helping Atton in the cantina when he needs it (group effort, with ideas from bogpill, Soaring__Sky, 134340Goat, Thor110, and me) - Griff tries to talk the player into some far-fetched scheme (Soaring__Sky) - A Romeo/Juliet spinoff could make an appearance, if the appropriate quest was completed in KOTOR 1 (bogpill) Looking forward to hearing even more great ideas - thanks everyone
  11. Version 1.0 beta

    68 downloads

    Hello there! It's aneeryrlue, Came back with a new arena/duel mod like my latest arena mod was: Just it's better, harder, nicer, more fun and awesome. There is no any known bugs.Lorefriendly mod. TSLRCM COMPATIBLE Installation: 1, unzip files from zip copy modules and override folder to your Kotor2 folder. How to play: -Start a new game. Go to the Computer with what you manage to open the door for Kreia. Select Load Simulation Room and there you go. Happy gaming. Cheers 5, Credit List & Special thanks to: ----------------------------------- -Fair Strides -Real Rece -Stoffe -for you if you download it
  12. Version 1.2.1

    298 downloads

    N-DReW's Mini Mod Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.2.0 Release Date: 23.06.2020 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: Over the years, I have developed a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, from now on I will post small and insignificant mods inside this mod pack so that you, the player, can only need to install the mod once. As of version 1.2, the following restoration is avaliable: Female Bounty Hunter Restoration: Restores a cut Bounty Hunter to the first Bounty Hunter Ambush on Onderon along side the Rodian, she has a restored VO. Peragus Voice/Kreia Know's Restoration: During the Harbinger arrival scene, restores cut VO from the computer about docking and revamps the TSLRCM restored "Kreia acknowledges Sion arrival" Lt. Grenn Interrogates the Exile: Restores cut Grenn lines during your house arrest scene, also restores alternative lines for Kreia and Atton during house arrest Attack of the Civillian: If you decide to spare the civillian in 203tel in the apartments, you can never get the chance to kill him again. This changes it so that you can kill him whenever you like D-Package Implant Icon Restoration (Vanilla) D-Package Implant Icon Restoration (Feat) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: JCarter426 for contributing to the Grenn dialogue 134340Goat for bringing up the Grenn dialogue on Discord and Beta testing the Grenn dialogue Bioware for such an amazing game Fred Tetra for Kotor Tool and 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.
  13. ///// 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/ Public Alpha Build: https://github.com/KobaltBlu/KotOR.js/releases/tag/V0.0.2 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/
  14. Version 1.0.1

    177 downloads

    In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy. Installation To install this mod, drag the "Override" files to the override folder located in your game's directory. If prompted, select replace, though you may want to back up duplicates beforehand. To uninstall this mod, delete p_mirah.mdl and p_mirah.mdx from your game's override folder. Compatibility & Known Issues There shouldn't be any issues for compatibility with retextures, with other mods, or otherwise with this mod. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Autodesk, 3ds Max Thanks to DarthParametric for help troubleshooting. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and 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 ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site.
  15. Version 3.1

    10,510 downloads

    HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me)
  16. Hey all, I'm just making this topic to ask if a modder or texturer could make a reskin that makes Mira a black woman? I've been trying to do it myself but I've had issues not being able to edit TGA files or use Exe files on a Mac. This is my first time posting on here so excuse me if anything's out of place.
  17. View File TSL Mira Unpoofed In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy. Installation To install this mod, drag the "Override" files to the override folder located in your game's directory. If prompted, select replace, though you may want to back up duplicates beforehand. To uninstall this mod, delete p_mirah.mdl and p_mirah.mdx from your game's override folder. Compatibility & Known Issues There shouldn't be any issues for compatibility with retextures, with other mods, or otherwise with this mod. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Autodesk, 3ds Max Thanks to DarthParametric for help troubleshooting. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and 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 ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site. Submitter Ashton Scorpius Submitted 06/15/2020 Category Mods TSLRCM Compatible Yes  
  18. Version 1.5

    15,948 downloads

    In this overhaul all major panels, workbenches and the computer panel background are remade from the scratch and animated. I tried very hard to merge the sophisticated ME3 look with original Kotor - and used only 4k/64 pics animations/uncompressed files to get a proper look - so yes - the mod size is indeed ~500MB. To get the most out of it i suggest that you guys download Xarwarz OTE series first, then override everything with my mod. Install: 1.DragMANUALLYintoOverride.rar files into TSL\Override folder. 2.Install the 8 part files via XnView into TSL\Override as shown in HowtoInstall.rar. Compatibility: 100% compatible with TSLRCM & M478. As pure texture replacer it should be compatible with everything else. IF you want to install Xarwarz OTE texture PLC files, then install them FIRST, then override everything with my mod. Enjoy!
  19. Version v2.5

    894 downloads

    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  20. I'm wondering if any modder would like to recreate it as a force power such that it can be used by main character and companions. I understand how it works which basically spawn a couple of invisible NPC (using Lightsaber_Floating appearance) equipped with a lightsaber, the problem is I don't know how to spawn NPC with mod... I notice there is one mod exist somewhere in the Internet which is for Kotor 1, while I'm not sure does it compatible with TSL, as it also come with other force powers which some of them are actually taken from TSL.
  21. View File KOTOR Dialog Editor This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs. COMPATIBILITY I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues. INSTALLATION STEPS 1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ). 2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe"). 34 Run "app.exe" UNINSTALLATION Delete all the downloaded files. USAGE INSTRUCTIONS General Usage - Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open" - Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually) - Once you open a dialog file, you'll see some panels: - The top-left panel contains the "actions" list, which is a set of actions you can currently take. - The bottom-left panel contains "link" information when you select a response which is linked to the current response. - The top-middle panel contains NPC dialog (entries) - The bottom-middle panel contains player dialog (replies) - The right panel contains metadata for the selected response (strref, text, script, etc.) Some Important Terminology To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro): - Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too) - Entry: A line of NPC dialog - Reply: A line of player dialog - Start: A possible entry point for the dialog (always points to an entry, never a reply) - Link: Responses are linked to one another through "links" - Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.) - Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else) - Current response: The response you last navigated into. - Copied response: The response you last selected "Copy Selected Node" on. Actions: The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out: - Back To Start: Go back to the start of the dialog you're currently in - New Response: Create a new response (either an entry or a reply, depending on context) - Unlink Response: Removes the link between the selected response and the current response - Copy Selected: Sets the selected response as the copied response - Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response - Paste As Link (Link): Adds a link from the current response to the copied response - Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line) - Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog) FAQ I did x and it crashed/broke my DLG/set my PC on fire Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it. I'm clicking responses but nothing's happening You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it. I can navigate through the dialog, but how do I edit things? You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)". The navigation seems to work, but I can't see the actual dialog text Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it. Cool app. Ugly, though... Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use. DLGEdit's faster to use/better in some other way This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation). FUTURE FEATURES - Flow chart view - Animation selection - More testing, bug fixes, etc. KNOWN ISSUES - If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out. Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Submitter lachjames Submitted 06/12/2020 Category Modding Tools  
  22. Version 0.2.0

    68 downloads

    This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs. COMPATIBILITY I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues. INSTALLATION STEPS 1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ). 2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe"). 34 Run "app.exe" UNINSTALLATION Delete all the downloaded files. USAGE INSTRUCTIONS General Usage - Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open" - Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually) - Once you open a dialog file, you'll see some panels: - The top-left panel contains the "actions" list, which is a set of actions you can currently take. - The bottom-left panel contains "link" information when you select a response which is linked to the current response. - The top-middle panel contains NPC dialog (entries) - The bottom-middle panel contains player dialog (replies) - The right panel contains metadata for the selected response (strref, text, script, etc.) Some Important Terminology To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro): - Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too) - Entry: A line of NPC dialog - Reply: A line of player dialog - Start: A possible entry point for the dialog (always points to an entry, never a reply) - Link: Responses are linked to one another through "links" - Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.) - Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else) - Current response: The response you last navigated into. - Copied response: The response you last selected "Copy Selected Node" on. Actions: The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out: - Back To Start: Go back to the start of the dialog you're currently in - New Response: Create a new response (either an entry or a reply, depending on context) - Unlink Response: Removes the link between the selected response and the current response - Copy Selected: Sets the selected response as the copied response - Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response - Paste As Link (Link): Adds a link from the current response to the copied response - Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line) - Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog) FAQ I did x and it crashed/broke my DLG/set my PC on fire Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it. I'm clicking responses but nothing's happening You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it. I can navigate through the dialog, but how do I edit things? You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)". The navigation seems to work, but I can't see the actual dialog text Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it. Cool app. Ugly, though... Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use. DLGEdit's faster to use/better in some other way This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation). FUTURE FEATURES - Flow chart view - Animation selection - More testing, bug fixes, etc. KNOWN ISSUES - If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out. Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here.
  23. This is not in any way your go-to modding tools, though perhaps closer to *amazing new discoveries*, lol - so I dropped it here. 🍻 So, this list of texts and numbers below -- //::////////////////////////////////////////////////////////////// //:: [TSL] PlaySound Utility Script //::////////////////////////////////////////////////////////////// //:: File Name : eb_playsound_wav //::////////////////////////////////////////////////////////////// /* Param1/P1 - Delay that will be applied before playing the sound string sSoundName - sTemplate of the Sound in the game files to play Created By : ebmar [based on OEI's implementation] Created On : May 05, 2020 Modified On : June 11, 2020 -- v1.0.0 Credits : JCarter426 -- Odyssey++ : Fred Tetra -- KotOR Tool : tk102 -- DLGEditor : Don Ho -- Notepad++ */ //::////////////////////////////////////////////////////////////// void main() { int nDelay = GetScriptParameter(1); string sSoundName = GetScriptStringParameter(); DelayCommand(IntToFloat(nDelay), PlaySound(sSoundName)); } - is an equivalent to a_playsndobj, a TSL's utility script that plays the sound objects indicated by tag passed in. On the other hand, instead of using the oTag of sound objects/UTS in the game-world like its older-brother, this will use the sString that it gets from the String Param of the DLG. To use it is fairly simple: Drop the compiled script/NCS to the Override folder Insert the script name [default eb_playsound_wav] to either Script #1/#2 field in the relevant node of the DLG Use P1 to determine the delay applied before playing the sound Use String Param to determine which sound to play, based on their template/file name Notes: In my experience using this script -which is in TSL, and not K1- PlaySound action can only play custom files that placed in the Override. I have tried with customs placed in StreamSounds but I can't seem get it to work. You might though, perhaps I was missing something You can't input decimals. I don't know what the legit term is but you can only insert integers/INT; something like 0, 1, or 2, and not FLOAT, like 0.2, 1.25, or 4.20. You can though - but not with this script and using the DLG as the medium Anyway, here's the compiled script if you don't feel like compiling yourself -- eb_playsound_wav.ncs Hope that helps anything of your projects, and may the Force be with you!
  24. Version 0.1.0

    35 downloads

    DESCRIPTION This is a little tool that mimics the visible console from K1, in TSL. It's written in Python (I've attached the source code below). IMPORTANT NOTES - The tool does not work in fullscreen mode (for now). I'd like to fix this in the future, but for now it only works in windowed mode. - The tool doesn't connect to TSL at all - it's completely separate. This means that (for example) if you open the console in TSL with tilde, and then alt-tab out of TSL and press tilde again, K2Console will detect this but TSL itself won't (meaning K2Console and TSL will be out of sync). - If you get out of sync and/or want to start the program again, you can type "xxxxx" (five x's in a row) into the console while it's open, which will close the program. Then just run the file "k2console.exe" and it'll start up again. No need to restart TSL (but make sure the TSL console is closed when you start K2Console, or you'll still be out of sync). - This program works by reading your keyboard inputs and storing them to memory, which is also one way a keylogger might work - so your anti-virus might identify it as such. This code does not connect to the internet at all (you can verify this for yourself if you like). I haven't included the source with the program package to avoid cluttering your TSL installation, but I included it as a separate download below. INSTALLATION Unzip all three files into the same folder as swkotor2.exe (i.e. C:\SteamLibrary\steamapps\common\Knights of the Old Republic II\, or wherever your TSL installation is located). UNINSTALLATION Delete the three files "k2console.exe", "console.bat", and "steam_console.bat". INITIALIZATION If you use Steam: Instead of starting your game through Steam, you can start it by running the file "steam_console.bat", located in your TSL install folder. Otherwise: Start the game by running "console.bat", again located in your TSL install folder. USAGE - Whenever you press ` to open the console in TSL, the mimic console should pop up too. I tried my best to exactly match the behavior of the TSL console (e.g. when it keeps text vs clears it), but if you find any discrepancies please let me know so I can fix them. - If I did my job, you shouldn't really be able to tell that the console's not built into TSL, so just use it as normal (with the ability to see what you wrote!) - To close the program (not TSL, just the console), type "xxxxx" (5 x's in a row) into the open console (this won't work if the console's not visible). Alternatively, you can close the command line that opens when you run the .bat file. INCLUSION IN OTHER MODS I'm not sure why you'd want to include this in other mods, but if you want to, you're welcome to do so with appropriate attribution. CREDITS Thanks to Thor110 for the idea for this tool, and for helping out with testing and ideas (as well as taking the screenshot for me). k2console.py
  25. Version 1.0.0

    51 downloads

    This is both a mod in itself, and a resource for modders to use. It allows data from KotOR 1 to be imported into TSL. It is extensible, so modders can very easily map variable values from KotOR 1 to KotOR 2 without any scripting required. There are several reasons why it might be useful to allow TSL to load data from a KotOR 1 save. The obvious example of where this would be useful is at the start of TSL when talking to Atton for the first time (where the player's choices determine what the game believes happened in the first game). It would be better if the game were aware of this without asking the player directly. Ideally, this would be TSL itself reading a KotOR 1 save, but for several reasons this is not feasible. Modders might also want to create new content which bridges between KotOR 1 and KotOR 2. For example, a mod which extends the KotOR/TSL storyline might benefit from knowing decisions that the player made in both games. Alongside the app (app.exe) is a folder called "requirements". This contains a yaml file "revan.yaml", which is an example of how you can dynamically tell the save importer which variables to import from KotOR 1, what variables to assign them to, and how to map the variables across. You can optionally install the file "101atton.dlg", which will change the initial conversation with Atton to no longer ask the player for information about KotOR 1 (because the game already knows this information, since you imported the data directly from your KotOR 1 save). IMPORTANT NOTES - You need to have a KotOR save which is far enough into the game that the ending has been determined. A save during the final battle of the game should be sufficient for this. If you don't have such a save, the variable "G_FinalChoice" can be manually set it in the GUI interface to the appropriate value (0 for LS ending, 1 for DS ending). - You can set/change variables within the tool using the GUI. - The mod was tested with TSLRCM; I make no guarantees about whether it would work without it. COMPATIBILITY This mod is compatible with TSLRCM. This mod changes the script "k_kreia_spawn", and (optionally) the DLG 101atton.dlg, and therefore should be compatible with any mod that does not change either of these scripts (except for TSLRCM, whose changes are incorporated into our files). Please ensure you install TSLRCM before installing this mod. INSTALLATION Please ensure you install TSLRCM before installing this mod. To use this tool, please follow these instructions: 1. Extract the compressed files, and run the executable "app.exe". 2. If you want to automatically import data from a KotOR 1 save, press the button "Load from KotOR 1 save". This will open a file selection box; navigate to the KotOR 1 save you wish to load from (it should be a folder). Select the folder and press "Select Folder". You can also manually edit/change the values in the GUI to your liking. Pressing "Create without KotOR 1 save" resets all values to their defaults. 3. Once you've imported and/or set the values to your liking, press "Write Script". The tool will then generate a file "k_kreia_spawn.ncs" in the folder alongside "app.exe". 4. Copy the file "k_kreia_spawn.ncs" into your TSL overrides folder. If you want to include the Atton dialog changes as well, copy the DLG file "101atton.dlg" into the TSL overrides folder too. UNINSTALLATION Delete the files "k_kreia_spawn.ncs", and "101atton.dlg" (if you installed it), from your overrides folder. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames), Thor110, and VarsityPuppet. Thanks for VarsityPuppet for the idea for this tool, and our discussions on its implementation. Thanks also to Thor110 for his great advice and assistance with editing the DLG files (which I've never done before as I'm new to KOTOR modding). Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the unerf and gff2xml tools from xoreos-tools to read data from KotOR 1 saves. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Thanks also to Fred Tetra for creating the KotOR version of nwnnsscomp.exe, which is also used in this tool for compilation.