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  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.

      24.8k
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    3. Modding Tools

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

      784
      posts
    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.

      11.9k
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    5. Tutorials

      Submit any tutorials here.

      153
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    6. Game Saves

      Announce your game saves here.

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

      87
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  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

      13.8k
      posts
    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2.3k
      posts
    3. KotOR1 Restoration (K1R)

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

      1.9k
      posts
    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
      posts
    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
      posts
  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

      191
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    2. Mod Releases

      Announce your work here.

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

      68
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  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

      517
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    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

      33
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  5. General

    1. 427
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    2. Knights of the Old Republic General

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

      5.9k
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    3. Star Wars

      General Star Wars discussions.

      3k
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    4. 1.2k
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    5. Site Feedback

      Got a suggestion for the forums? Let us know here.

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    6. General Discussion

      Place to discuss everything else.

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  • Recent Status Updates

    • Leilukin

      PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.
      · 0 replies
    • 90SK

      I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset.
      90SK's TSL ReShade.zip



      · 0 replies
    • 90SK

      I am recruiting minds for the Edge Of Darkness mod project. We are exploring different ideas and directions for the mod. Here is a link to the EOD Discord. I'd love to see people come in and share their experiences of the game, and help shape its future. 
      https://discord.gg/vhywa9CxX

      · 0 replies
    • th3w1zard1

      I no longer maintain my projects nor this account. At this time NOBODY is allowed to reuse my stuff without permission.
      · 0 replies
    • th3w1zard1

      I no longer maintain my projects nor this account. At this time NOBODY is allowed to reuse without permission. I may change this at any time.
      · 0 replies
    • Leilukin

      Updated many of my TSL mods to improve compatibility with Steam's Linux port of TSL, by lowercasing file names and mod install destinations, as well as converting custom voice-overs from MP3 to encoded WAV with SithCodec.
      · 4 replies
    • Leilukin

      My Alternate Revan Romances REDUX has been updated to 5.0, a new major update for the mod.
      · 1 reply
  • Posts

    • View File [TSL] Immersive TSL Maps [TSL] Immersive TSL Maps   AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 GAMES: Star Wars Knights of the Old Republic II     Description:   This will be a longer description. Buckle up.   I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it.   Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.)  While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point.   Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.)   Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about.   Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project.   I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well.   My Workflow:   For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod.   I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone.   To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome?   Installation:   If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod.   Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder.   (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override)   When/if prompted to overwrite files, press okay.   If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder.   Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated.   Uninstall:   Remove the files you’ve added in Installation instructions.   Thanks:   N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback.   P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps. Submitter Sith Holocron Submitted 08/13/2026 Category Skins TSLRCM Compatible Yes  
    • Hi all, I recently released an alpha version of NWScript Workbench, a new VS Code extension for working with NWScript. The goal is to provide a more complete NWScript development environment directly inside VS Code. You can write .nss files with syntax highlighting and IntelliSense, navigate includes and symbols using normal VS Code features like Go to Definition and Find References, and compile directly to .ncs without needing a local copy of nwnnsscomp.exe. The compiler side of this is handled by a separate project, nwscript-wasm. I ported the public NWScript compiler released by Beamdog on GitHub to WebAssembly, which allows the compiler to execute directly inside the VS Code extension host rather than shelling out to a native executable. That makes the compiler portable and OS agnostic, but it also means the extension works in VS Code for the Web. You can open vscode.dev, install NWScript Workbench, open a workspace, and write and compile NWScript entirely from the browser. There is no native compiler installation required at runtime.   The extension currently includes things like: NWScript syntax highlighting and engine-aware IntelliSense signature help and API documentation pulled from the active nwscript.nss Go to Definition, Find References, and include navigation .nss → .ncs compilation through WebAssembly compiler diagnostics directly in the editor recursive #include resolution compile-on-save and configurable optimization levels support for custom and project-specific nwscript.nss language specifications NCS hex viewing and side-by-side disassembly a Script Browser for searching the decompiled KOTOR and TSL script sources maintained by the KOTOR Community Patches project support for desktop VS Code, vscode.dev, github.dev, Codespaces, and other compatible web extension hosts I intentionally kept the WASM compiler and VS Code extension as separate projects. The compiler isn't tied to VS Code and can be used by other JavaScript or TypeScript projects that need to compile NWScript. This is still an alpha, so there is plenty left to improve, but it has gotten to the point where I wanted to start getting it into people's hands and getting feedback from people who actually work with NWScript. NWScript Workbench is available through the Microsoft VS Code Marketplace: https://marketplace.visualstudio.com/items?itemName=KobaltBlu.nwscript-workbench You can also build and install the VSIX yourself from the source. NWScript Workbench Extension: https://github.com/KobaltBlu/nwscript-workbench-vscode-ext NWScript WASM Compiler: https://github.com/KobaltBlu/nwscript-wasm If you try it out and run into problems, or there are features you would like to see added, feel free to open an issue on GitHub.  
    • To clarify what I mean here I said that Darth Nihilus in my weird head-canon/fanfic was originally Mandalore the Ultimate BEFORE he became Darth Nihilus, the leader of the Mandos that started the Mandalorian Wars, and I am trying to apply logic to that. As for your idea though, I always wondered if Nihilus can and have lived on in his mask and possess people like Momin, (the Sith you mentioned), from the New Canon, or if there is something else going on. There is a Tabletop book called "Unknown Regions" and one of its mini-adventures is called the "Mask of Darth Nihilus". In that mini-adventure, it has interesting lore bits on Nihilus's mask, but it doesn't seem like he outright possesses people, at least from what I have gotten from it, but who knows. Regardless though, this is a headcanon and theory thread so talking about what seems "official" or not is irrelvant to the topic of the post, (especially since Mandalore the Ultimate is for sure not Nihilus in the real KOTOR lore but he is in one of my fanfic/headcanon idea story).
    • I don't know if you have played the Fable games, but Jack of Blades in that franchise is kind of a demonic entity that inhabits a mask and can take over the host when worn. I have always liked the idea that Darth Nihilus became like that, his hunger so great it eroded his physical form and that his spirit attached to the mask. In the new canon, there is a Sith who is also attached to a mask, so this is a way we could get Nihilus back. 
    • I no longer have a windows development environment but I'll try to take a look. Might give me an excuse to see if I can run win10/11 or something in virtualbox. Thank you for posting a solution for others.
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