STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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Find and install your favorite KOTOR II mods! Simply locate your desired mod, select "subscribe" and launch your newly modded KOTOR II game.
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Effix 121 17 Thg10, 2016 @ 1:43pm
Offering modding assistance
Hey guys, just wanted to say that I'm here if anyone needs help with making mods, working with KotOR Tool, explaining Steam mod limitations etc. My experience with more complicated things like adding/changing areas, changing 3D models is limited, but I'm familiar with adding items, adding player characters, replacing party members, changing vendor inventories etc.

This does not include assistance with things like how to use Photoshop (or similar software), because there's enough tutorials around for that. KotOR related issues are welcome though.
Lần sửa cuối bởi Effix; 21 Thg10, 2016 @ 10:47am
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Nyx 8 Thg06, 2020 @ 10:36am 
I was wondering, is it possible to make a mod that fixes the dialogue glitches?
Effix 121 8 Thg06, 2020 @ 1:42pm 
I don't know about any dialogue glitches. Please explain.
Nyx 8 Thg06, 2020 @ 1:51pm 
Sometimes if you've been playing for a while, the game will start to skip through all the dialogue as if you were rapidly clicking through it, but you aren't able to hear anything they said
Effix 121 8 Thg06, 2020 @ 3:19pm 
I've had a bit of that in the past. I don't think that's related to mods.
Ask in general and/or on https://deadlystream.com/
prophegandist 16 Thg06, 2020 @ 10:39am 
Hi, thanks for taking the time to answer questions. I am new to modding so I am trying to figure out how it all works. Apologies if this makes no sense or is entirely not how the game works.

Let's say I want to make two mods compatible. They each have unique scripts, but have added new lines to the same .2da file (for instance, new variables to globalcat.2da). Can I just add the new lines from one file to the other file? Does the game (or a script) read a value from the 2da like:

go to 'row X' -> go to 'column Y' -> read value

or

find 'row label = desirednameX' -> find 'column label = desirednameY' -> read value


If it works like the first, I think I would need to edit the scripts to reflect the changed row numbers (haven't figured out how to do that yet). If the second, I should just be able to append lines from one onto the other.

Any pointers or clearing up misconceptions I have would be much appreciated.

Effix 121 16 Thg06, 2020 @ 11:59am 
Yes, you can combine mods by manually adding lines, you just have to make sure that all things that reference the line get the correct line number.

As far as I know the 2da's mostly work with row numbers to point to another 2da file.
For example portraits.2da lists characters (player, party, temporarily controllable characters), a row in there has columns that point to a row number/row numbers in appearance.2da. In appearance.2da there's a column that lists the head (if not a full body model), that number points to a row in heads.2da. Scripts might be able to use the more readable row labels, not sure. I assume you didn't make up a script from scratch, so I would repeat how things are done in the original script or example scripts/functions.

In KotOR Tool and KotOR Save Editor you can sometimes pick an attribute with such a more readable label, but I think that's just for user convenience and that it still uses a number under the hood.

I've experimented with scripts, but I'm not an expert. Here's some links:

https://deadlystream.com/topic/4808-fair-strides-script-shack/
https://web.archive.org/web/20130124072344/http://www.lucasforums.com/forumdisplay.php?f=592
Lần sửa cuối bởi Effix; 16 Thg06, 2020 @ 12:13pm
prophegandist 16 Thg06, 2020 @ 12:24pm 
Nguyên văn bởi Effix:
Yes, you can combine mods by manually adding lines, you just have to make sure that all things that reference the line get the correct line number.

As far as I know the 2da's mostly work with row numbers to point to another 2da file.
For example portraits.2da lists characters (player, party, temporarily controllable characters), a row in there has columns that point to a row number/row numbers in appearance.2da. In appearance.2da there's a column that lists the head, that number points to a row in heads.2da. Scripts might be able to use the more readable row labels, not sure. I assume you didn't make up a script from scratch, so I would repeat how things are done in the original script or example scripts/functions.

In KotOR Tool and KotOR Save Editor you can sometimes pick an attribute with such a more readable label, but I think that's just for user convenience and that it still uses a number under the hood.

Okay, that makes sense. I will play around with it. Thank you so much!
FearlessJDK 19 Thg06, 2020 @ 11:19am 
This a very general question. I'm not a total noob when it comes to mods. I've used a few on XCOM 2 and elsewhere but I'm not an expert.

My question is how can I get the best look out of KOTOR 2?

I didn't used to be. But I've become a bit of a graphics snob and while I don't expect next-gen graphics I'd have an easier time getting into the game if we were maybe XBOX 360 level pretty.

And if I install a variety of mods, how do I ensure they don't conflict?
Effix 121 19 Thg06, 2020 @ 1:31pm 
I haven't heard of mods that make the 3D models less crude, so you'll have to deal with that.
There are a lot of mods that increase the texture resolutions, improve and/or change the textures.
Those are mostly non Steam mods. You can look on Deadly Stream and Nexus mods for texture improvement mods. As far as I know they are mostly HD planet X, HD character Y etc.
Texture replacement mods are quite straight forward, you put files in the override folder, so you would run into "do you want to replace file X?" if a mod contains the same files.
Vectorproduct 19 Thg06, 2020 @ 1:53pm 
Hello Effix, I am having a problem getting the darkside audio cue to work, ive been at this for awhile now, so I've tried a few things, but i haven't been able to find a fix. I have TSLCRM + M4-78 through steam workshop. I have other mods such as lightsaber sounds.

My questions are: I have both mus_s_darkshort.(wav/mp3) which one should i be using?
My gut tells me this audio cue has something to do with where the files are being pulled from and not some conflict although I could be wrong. which override folder (.../common/KotorII/override or ...workshop/content/208580/1403798020 or ....208580/1697046656)

there is a "StreamMusic folder in the original game directory and a "streammusic" folder in the workshop directory, does the game take audio files from all sources? what gets overriden, and what override file takes precedence? if i had an mus_s_darkshort.wav and .mp3 in the same folder would they conflict? And if i found mus_s_darkshort in different folders, would that also be a reason why it doesnt cue?
Effix 121 19 Thg06, 2020 @ 3:16pm 
Sound and music.. I'm far from an expert, but I'll try to help with a little bit of experience and logic:

- Yes there's a StreamMusic folder in TSLRCM or TSLRCM+M4, but I'm not sure that's a way to replace vanilla files, they contain files that are not in the main game's StreamMusic folder, so adding files that way may work while replacing files does not. Worst case is that you have to back up the vanilla mus_s_darkshort.wav in the main StreamMusic folder and experiment with replacing that (try adding it to the mod's override/streammusic first).
TSLRCM or TSLRCM+M4 doesn't contain mus_s_darkshort.wav, so no possible conflict there.

- The files in StreamMusic have the .wav extension but they are pretty much .mp3 files with the .wav file extension. There's all kinds of .mp3 formats so not everything might work, if I turn mus_s_darkshort.wav into mus_s_darkshort.mp3 I can see some info:
MPEG-1 layer 3
160 kbps
44100 Hz Joint Stereo
So produce an mp3 like that, rename the file extension into .wav, throw it into StreamMusic.

Happy experimenting :)
Hello. I need to change a character head into a fully "helmeted" Mandalorian head. Basically I need the Blue Mandalorian Helmet on a PC character mod (doesn't matter which one), as I want to do an editing project in which I need to start as a fully dressed Blue Mandalorian on Endar Spire. I have tried to pause quickly at the start of the game so that I can type a cheat for the armor and quickly dress the character before it starts. Can you or someone help me with this?

If something is unclear regarding my request, please ask me anything and I will answer. Thank you :)
Effix 121 20 Thg08, 2022 @ 10:30am 
Heya, the Mandalorians use a full body 3D model, not a seperate body and head.

You can use:
https://steamcommunity.com/sharedfiles/filedetails/?id=1665859369
Nguyên văn bởi Effix:
Heya, the Mandalorians use a full body 3D model, not a seperate body and head.

You can use:
https://steamcommunity.com/sharedfiles/filedetails/?id=1665859369

Thank you! But the thing is: I need something like this to have for Kotor 1, right when the Endar Spire sequence starts (basically when the game starts), when your character wakes up. Instead of the clothing the main character has, I was hoping on adding the full blown Mandalorian armor. Your mod here seems to be a Kotor 2 one.

Are you saying that this mod works for Kotor 1 too?

P.S: I have added a full blown tga file of a Mandalorian armor to replace the regular underwear of the main character, but it only gives me the armor without the helmet.
Lần sửa cuối bởi KotorHDTVChannel; 21 Thg08, 2022 @ 3:18am
Effix 121 21 Thg08, 2022 @ 1:32pm 
Please join us on Deadly Stream, this isn't a great platform for modders. There's also a KotOR Discord and Deadly Stream Discord if you like, I have the same user name there, not hard to find.

That said, the Mandalorian armor that the player can acquire doesn't really have much to do with the appearance of the Mandalorian NPCs.
I actually don't know if the mod works in K1, I only made mods that use a K1 or K2 item as the basis.

- The player character does not have a character file. Party members do, you can extract their character file with KotOR Tool and change what they are equipped with.
- You could change that footlocker/container at the the start of K1 with a script. Not an expert, but I'm sure that can be done.
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