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Showing results for tags 'weapon'.
Found 29 results
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Version 0.2.0 Beta
744 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
View File Jekk'Jekk Tarr all bar patrons armed By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts. Submitter GearHead Submitted 03/21/2024 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
252 downloads
Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
View File Non-game weapon Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 03/08/2024 Category Mods K1R Compatible Yes
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View File K1 Loot Overhaul A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 03/03/2024 Category Mods K1R Compatible No
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Version 1.0
2,778 downloads
TFU Lightsaber pikes for TSL Author: DeadMan Description: This mod adds lightsaber pikes which Shadow Guards used in The Force Unleashed. You can build them at workbench when your character reaches level 8. They deal same damage as doublebladed lightsabers, but not upgradable. Also you can optionally install them for sith assassins. Installation: Step 1: Just run the installer. Step 2 (optional): If you want sith assassins to use these pikesabers instead of the quarterstaffs, copy files from included "sith_assassins" folder to your override. Known Issues: There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please let me know. Conditions of Use: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. Special thanks to my brother for providing me a lot of hi-res TFU screenshots. No pixels were harmed during creation of this MOD... well, maybe one or two... but they were bad pixels anyway! THIS MOD IS NOT SUPPORTED BY LUCASARTS, BIOWARE OR OBSIDIAN. -
Version 2.2a
39,485 downloads
In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee weapons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ -
View File K1 Upscaled Vanilla Weapon Textures Mahalo for checking out my mod! I promise I will get updated pictures down the road. This is a WIP port of my K2 Upscaled Vanilla Weapon Textures mod I made recently. I was originally planning on just porting over the entire mod and upscaling the Gaffi stick textures, but the ranged weapons got messed up 🙃 So for now, this mod will only contain the upscaled melee weapons! This is my to-do list for this mod: Upscale ranged weapon textures to 512px & make sure they work Upscale gaffi stick textures to 512px & make sure they work The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist. Submitter Ol' Cappy Submitted 08/20/2022 Category Skins K1R Compatible Yes
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Version 0.5
209 downloads
Mahalo for checking out my mod! I promise I will get updated pictures down the road. This is a WIP port of my K2 Upscaled Vanilla Weapon Textures mod I made recently. I was originally planning on just porting over the entire mod and upscaling the Gaffi stick textures, but the ranged weapons got messed up 🙃 So for now, this mod will only contain the upscaled melee weapons! This is my to-do list for this mod: Upscale ranged weapon textures to 512px & make sure they work Upscale gaffi stick textures to 512px & make sure they work The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist. -
282 downloads
Mahalo for checking out my mod! I promise I will get updated pictures down the road. I just hated how ugly the melee weapons looked, especially in comparison to all of the upscaled and re-done textures and models we can get nowadays. While not quite the job that something like High Quality Blasters does, this mod upscales all of the vanilla textures for both melee and ranged weapons using a mixture of ESRGAN and waifu2x AI upscaling to around 512-by-512px wherever possible with the goal of being as mod-friendly as it can be (so no model overhauls or anything like that - this is just a straight-up retexture). I offer both Melee and Ranged weapon textures separately so users can drag-and-drop whichever ones they want to use. The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist. -
View File K2 Upscaled Vanilla Weapon Textures Mahalo for checking out my mod! I promise I will get updated pictures down the road. I just hated how ugly the melee weapons looked, especially in comparison to all of the upscaled and re-done textures and models we can get nowadays. While not quite the job that something like High Quality Blasters does, this mod upscales all of the vanilla textures for both melee and ranged weapons using a mixture of ESRGAN and waifu2x AI upscaling to around 512-by-512px wherever possible with the goal of being as mod-friendly as it can be (so no model overhauls or anything like that - this is just a straight-up retexture). I offer both Melee and Ranged weapon textures separately so users can drag-and-drop whichever ones they want to use. The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist. Submitter Ol' Cappy Submitted 08/07/2022 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
236 downloads
Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These "Diatium-Charged Escrima" are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials! -
View File Weapon Base Stats Re-balance (K1) In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee weapons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ Submitter TK-664 Submitted 04/11/2018 Category Mods K1R Compatible Yes
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View File Dual Wield Stun Batons - Diatium-Charged Escrima Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These "Diatium-Charged Escrima" are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials! Submitter Masamune753 Submitted 04/30/2021 Category Modder's Resources
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View File TSL Weapon modification icons I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Media
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Version 1.0.0
1,156 downloads
I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
Would anyone be willing to do Kol and Cade Skywalker's lightsabers? It's the same design for each, I just need one in blue and one in green.
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- expanded universe
- lightsaber
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I can understand that jedi don't use other weapons/gadgets because their philosophy is to not be offensive. But why sith don't use flash bang to blind enemy jedi or cortosis to disable enemy lightsaber... etc?
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Version 1.0
4,006 downloads
This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS. Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited. Installation: This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing. <</ Notes for update for 1.1 There were a few files that I somehow forgot to include in the original installation TSLPatcher. So if you already installed my version 1.0 of this mod, I have included in this download the fixed files to be dropped into the Override, so that you won't have to reinstall this mod. However, the TSLPatcher will now install everything properly as well. Uninstallation: Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well Permission: Please don't this in your mod without my permission Thanks: Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible, Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268 , FairStrides for his input and initial testing , SithHolocron for the assistance and advice , The rest of the DeadlyStream community for remaining helpful and supportive for all of this time, and George Lucas for creating Star Wars in the first place- 6 comments
- 9 reviews
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- blaster bolt
- weapon
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- 6 comments
- 9 reviews
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- 1
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- weapon
- replacement
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Version 1.0
607 downloads
Installation Instructions Copy the following folders into the override folder in your SWKOTOR directory. iw_BlstrCrbn_002.tga me3-valiant.tga me3-valiant.txi w_BlstrCrbn_002.mdl w_BlstrCrbn_002.mdx To uninstall, remove the above files from your override folder. Description This is a custom model of the N7 Valiant sniper rifle from Mass Effect 3, which was originally released with the Collector's Edition of the game and then later added to multiplayer for everyone as a possible reward for the game's weekend operations. This gun took an extensive amount of modeling and, more importantly, texture work to complete. Construction began on June 12th 2012 and completed on February 7th 2013 for an insane build time of almost 7 months. I am easily distracted, which is the only reason it took this long. Probably because I've clocked over 400 hours in ME3 multiplayer... This mod will replace the 2nd blaster carbine model, which corresponds to the Sith Assault Gun. The choice was made to overwrite an existing gun to maximize compatibility, however with a little elbow grease you can add this as a custom gun that you can add to your inventory with whatever crazy stats you'd like. This gun includes a TXI file to make bits of the gun shine at different angles. This is used minimally to emphasize the gun's battle damage.- 4 comments
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View File Mandalorian Chamber Mark III Fix This mod fixes the Mandalorian Chamber Mark III doing 3-17 damage instead of 2-16 as in the description. Hopefully it adds a touch extra balance to your game, enjoy Use it however you like, just throw a mention my way. Submitter Marauder Submitted 09/22/2016 Category Mods TSLRCM Compatible
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View File TFU Lightsaber pikes for TSL TFU Lightsaber pikes for TSL Author: DeadMan Description: This mod adds lightsaber pikes which Shadow Guards used in The Force Unleashed. You can build them at workbench when your character reaches level 8. They deal same damage as doublebladed lightsabers, but not upgradable. Also you can optionally install them for sith assassins. Installation: Step 1: Just run the installer. Step 2 (optional): If you want sith assassins to use these pikesabers instead of the quarterstaffs, copy files from included "sith_assassins" folder to your override. Known Issues: There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please let me know. Conditions of Use: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. Special thanks to my brother for providing me a lot of hi-res TFU screenshots. No pixels were harmed during creation of this MOD... well, maybe one or two... but they were bad pixels anyway! THIS MOD IS NOT SUPPORTED BY LUCASARTS, BIOWARE OR OBSIDIAN. Submitter DeadMan Submitted 02/05/2012 Category Mods TSLRCM Compatible Yes