1. Kotor Modding

    1. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

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    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

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    3. Modding Tools

      Develop new tools, research file formats and make amazing new discoveries!

      730
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    4. Work In Progress

      Here you can list any projects that you are working on.

      Don't forget, if you're creating a large project you can apply for Modders Account.

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    5. Tutorials

      Submit any tutorials here.

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    6. Game Saves

      Announce your game saves here.

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      81
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  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

      13,832
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    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2,290
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    3. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

      1,915
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    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      891
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    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
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  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

      188
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    2. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

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  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

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    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

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  5. General

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    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

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    3. Star Wars

      General Star Wars discussions.

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    4. 1,230
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    5. Site Feedback

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    6. General Discussion

      Place to discuss everything else.

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  • Files

  • Recent Status Updates

    • Leilukin

      I wrote a guide for using KotOR SaveGame Editor on Linux, especially with Steam's Linux port of Star Wars: Knights of the Old Republic 2.
      By the way, I have switched to using Linux full-time recently.
      · 0 replies
    • 90SK

      I have begun research and devlopment on Edge Of Darkness once again and I plan to land in the realm of this winter for a substantial update, based on my continued playtesting and theory. Cheers, can't wait! Couldn't have done it without you all and DeadlyStream, let's get some KOTOR and TSL played. I will keep you all abreast of how this is going.
      · 0 replies
    • Sith Holocron

      Some of you may be familiar with my recent work in upscaling textures for Brotherhood of Shadows: Solomon's Revenge and Edge of Darkness. (I've also have done a lot of work on a Revenge of Revan upscale pack and have given my upscales for Sleheyron directly to @SAO so it can be released at some point.) As for future work, I'm now wondering: would anyone use an upscale pack for Trex's KOTOR III: The Jedi Masters? Does anyone still try that mod in 2025?
      · 3 replies
    • Effix

      7 More skin variations for T3 added ("Dalmatian", Gold & Black, Green, Pink, Purple, Red & Light Gray, Yellow).
      K1 versions:
       
      · 0 replies
    • EAF97

      For those who have wondered about or contacted me regarding new mods or mod fixes, I apologize if I have not gotten to them over the past several months. Since the release of my last mod last year, my family has moved and I have also been working. Additionally, most people are unaware of this but I do not in fact operate from a gaming computer but from my work laptop, which has only a limited amount of space. I plan on acquiring a gaming laptop at some point perhaps this Fall which would enable me to have a lot more space and work on and test my mods more. In the meantime, I have a small mod that I had worked on a while back and have thoroughly tested. Expect an update on this in the next few weeks or so. If you can guess, this will be for K1 in Dreshdae on Korriban.
      · 0 replies
  • Recent Community Blogs

  • Topics

  • Posts

    • Sorry if this has already been mentioned, but doesn't this mod do this?   In that mod, if Goto succeeds in overcoming HK-47 or HK-47 isn't present then a Light Side player can no longer destroy Malachor.     A WIP thread for my K2 NPC Diversity Pack has been made. It's very early in development and it hasn't seen much work as of yet as I'm currently focusing on other mods.   It does, however, have some in-dev screenshots showing some concepts on how my mod would change the NPCs of Kotor II starting with the Citadel Station's Entertainment module (202TEL).   A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL.   My solution in dealing with the TSF problem in my K2 NPC Diversity Pack is as follows:   Those are two of the screenshots found in my WIP thread, the idea is not to add more (make the TSF react to you or add more TSF to the other modules) but to add less. By converting the TSF patrols into cleaning droids, it now makes sense as to why they aren't responding to either the mercenaries or the player when they blatantly kill innocent people.   This also feeds into the idea of the TSF being so weak that they're beholden to rogue mercenaries and Czerka at the start of the game.   I am also somewhat interested in a mod which further reduces the player's "crime" on Citadel Station. An idea for this would be to remove the ability to murder the civillian who you can rob, remove the ability to murder the Exchange's door guards, replace the TSF Officer with a medical droid in the medical supply smuggling case, replace the Ithorian you murder for the shield with a droid who'll just give you the shield, and other things if I forgot to mention them here.   If this is something that interests you, or if my concepts of a K2 NPC Overhaul are unacceptable, I could divert the TSF to cleaning droids feature to this "reduced crime" mod.
    • Are you saying here that you don't want this as a mod but as an integral part of TSLRCM?   That's never going to happen I'm afraid.   It's already part of the Extended Enclave mod. Extended Enclave 'extends' the Enclave scene to restore the majority of the cut content available for it that wasn't restored by the TSLRCM mod.   The Sion vs Nihilus scene is now tied to the Enclave. After Kreia kills the masters/wounds the player, she goes to the Ebon Hawk and the party has the "It's over - they've won" cutscene that's associated with the Sion vs Nihilus content except it's been recontextualized to be part of Kreia telling the party that the Exile is "dead".   Sion is informed of the Exile's "death" on Malachor and travels to the Ravager to see Nihilus to which the Sion vs Nihilus scene plays.   Everything you've described wanting is already part of the Extended Enclave mod. It's never going to be part of TSLRCM, but Extended Enclave is compatible with TSLRCM and is intended to be used with TSLRCM.   There is no need to recreate or add this mod to your hypothetical mod because you can just download his mod and get the same in-game effect.   This also wouldn't be added into TSLRCM as there is no indication in the game files that Nihilus' slaves dying was ever intended by Obsidian Entertainment. This would be considered "custom content" and wouldn't be considered for integration.   Just like in that one Darth Varkor movie.   This could work similar to my Build a Calo mod wherein the player can customize Calo's appearance between Taris and Tatooine. The same principle would apply here, except with Sion before Malachor and during Malachor.   Here is some good news and bad news about the skin.   The bad news: I'm willing to bet the original author, OBIWAN3001, is long gone and therefore getting permission to use his skin would be impossible. The good news: Observing the texture, the reskin is so basic it'd be easy to make a new, and possibly even better, reskin from scratch.   I fully understand what you're saying here, though I think there can be arguments made against these requests.   Darth Sion's entire character is that he's a walking corpse who's so full of anger that he just refuses to die. When you finally kill him, you actually "convince" him to willingly pass on and die - therefore it makes sense for his body to just drop dead and die.   Of course, you could argue that his body evaporating into red mist would also make sense as his body would probably crumble into dust and that red mist would be his Dark Side energies leaving his physical remains.   But this argument does not work for Kreia. Before she dies, she has her final "villain explains her reasonings" moment and one of those reasons for what she does throughout the entire game would be that she hates the Force. It'd be deeply ironic for Kreia, when she dies, to evaporate into a red Force induced mist. And not only that, if you are Dark Side, you get to literally throw Kreia over the edge and into the core of the planet meaning you can't just have her evaporate into a red mist.
    • Does that only happen in the revelation cutscene? Or any cutscene/conversation?
    • It's close, but I don't want it to flow directly to exiting the ship upon the end of the sequence without any player input, because that could cause interference with other mods I've requested. Warping to the shuttle but still leaving the decision up to the player as to when precisely to leave is the objective with that request.