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  • Recent Status Updates

    • N-DReW25

      The mod "HD Grenn" has been updated into a mod pack for HD K2 NPC textures. The current update adds Luxa and the Zhug Brothers in addition to previous HD Grenn.
       
       
      · 0 replies
    • 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 most likely do not maintain my projects nor this account anymore.
      · 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
  • Posts

    • View File Juhani - Model and Texture Edits Just a personal mod made public after a few requests on reddit. Let me know if you have any issues.  Completely re-textured Juhani's face to unbald her and give her a more cat-like appearance. Made a few edits to her model in blender to make her chin smaller and flatten her nose to reflect the more feline re-texture. Install Drop all three files into your Override folder and enjoy Uninstall Just delete the files in Override, shouldn't be any issues. Submitter servicebutch Submitted 08/30/2026 Category Mods K1R Compatible Yes  
    • 1) After getting caught by the Leviathan, I get a black screen. I can still move around, access the menu, and save the game, but I can't interact with anything. I have tried several things, but nothing has fixed the issue. 2) Did you install the latest version of the mod? (1.2) Yes. 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) GOG version. 4) Did you update your game as required by your game's region? (4-CD version ONLY) Not applicable. 5) Did you install this over previous version(s), or did you perform a fresh installation as required by the K1R read-me file? I performed a fresh installation. 6) What other mods have you installed? Please provide an accurate list and links if possible. TOR Ports: Pureblood Sith Male Player Head for K1 v1.0.0 Mandalorian Ultimate Mod v1.1 Quanon and djh269 Armor Pack Mod UniWS Widescreen Fix High Resolution Menus Main Menu Fix UI Menu Mod Vurt's Texture Pack + Patch 7) Can you be more specific about the error? At what point did it happen? The issue occurs right after the cutscene where the Leviathan captures the Ebon Hawk. Once the cutscene ends, the screen goes completely black. I can still open the menu and save the game. If I try to return to the ship, all of my companions appear standing together in the center, but I cannot interact with anything or progress. I am effectively stuck. 8) Have you tried re-downloading/reinstalling the mod? No. 9) Have you tried using a different save game? Yes, but the issue persists. 10) Have you tried starting a new game? No. I would prefer to save my current playthrough if possible. 11) What Operating System do you use? Windows 11 (64-bit) Intel Core i5-11260H @ 2.60 GHz 32 GB RAM NVIDIA GeForce RTX 3050 Laptop GPU (4 GB VRAM) Intel UHD Graphics x64-based processor 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when launching the game? No, I do not see the K1R Launcher when starting the game.
    • View File Onderon Uniform Reformation Onderon Uniform Reformation A Mod for Star Wars Knights of The Old Republic II Author: Sith Holocron 1.0.0 Release Date: 29.08.2026   Description: Snigaroo (Doug Dimmadab on Kotor Discord) made a Mod Request thread for his Mod Build. (https://deadlystream.com/topic/10692-mod-build-request-thread-kotor-2/) His request was as follows: "I would absolutely love to see something equivalent for the Onderonian military, realistically portraying the various ranks of their officers and enlisted personnel. Obviously we don't see as much of the Onderonian military as we do the Sith in the original game, but I do think we see enough to make this worth it." Challenge accepted! You may be familiar with HeyOrange’s Sith Uniform Reformation mod.  This mod aims to what that mod did but for TSL's Onderon officers and soldiers. The intention is for this mod to handle this integration through module injection.  The thumbnails on the download page and the videos attached to this description should provide a good idea of how this mod looks. Installation: The Sith Lords Restored Content Mod 1.8.6 must be installed beforehand. Double click on the HoloPatcher.exe, select your Kotor II directory, select install, and wait for the mod to install. Incompatibilities: This mod will be incompatible with mods that use the textures for the Onderon soldiers and officers. If you encounter any issues with this mod, please tag both myself and N-DReW25. N-DReW25 did the lion's share of the technical stuff with this package and will be the primary person to assist. Though I only handled the textures itself, I'd also like to be informed of any possible technical issues even if I can't assist personally with them. Thanks to: N-DReW25: For setting up the HoloPatcher for me! Snigaroo/Doug Dimmadab: For the mod request - I hope this is what you were looking for! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! Cortisol: For the HoloPatcher! And everyone who downloads the mod! Exclamation point! Legal Disclaimer: 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.  I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is on Deadly Stream without alteration. This mod is not to be distributed for profit, either. If you see this mod being distributed elsewhere, please PM me about this. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.)  Videos:   Submitter Sith Holocron Submitted 08/29/2026 Category Skins TSLRCM Compatible Yes  
    • @Salk Thanks, I like that idea. Could give armor low chance of breaking then. I'll see about adding that when I update. And it should be straightforward to port to K1.
    • UPDATED STATUS: KOTOR 1 on Apple Silicon via CrossOver: Mesa GL-on-D3D12 / zink experiments (four walls mapped, one partial breakthrough) TLDR: I tried replacing KOTOR's OpenGL path with Mesa (mesa-dist-win) inside a CrossOver bottle on an M3 Max MacBook Pro, to bypass Apple's deprecated OpenGL driver. Current Mesa fails on both backends. But downgrading to Mesa 23.1.9 got zink to create a real Vulkan device (Apple M3 Max via MoltenVK) and a GL context. The game then exits silently right after its first texture calls. This post maps exactly where each attempt dies, so the next person starts where I stopped. Looking for anyone who knows swkotor's renderer init well enough to guess what it checks after context creation. Setup M3 Max MacBook Pro, 36GB RAM, macOS (Darwin 25.5.0) CrossOver, Windows 10 bottle, wine build wine-11.0-8726-g2e2f5fca349 KOTOR 1, GOG Windows version, 32-bit exe Mods: K1CP, UniWS 1920x1200, ndix UR HR Menus, HQ Skyboxes II, High Quality Blasters Game runs via Apple's deprecated OpenGL driver. Playable but with low FPS in 3D scenes, worst during camera movement (call-flood pattern: every GL call pays wine + Rosetta + Apple GL translation toll, and camera movement multiplies calls) Hypothesis Inspired by the ostriv-macos repo (maksymenkoml): drop Mesa's WGL DLLs next to the game exe inside the CrossOver bottle so KOTOR's OpenGL goes through modern Mesa instead of Apple GL. Two possible chains: d3d12: Mesa WGL -> gallium d3d12 driver -> D3D12 -> (whatever serves D3D12 in the bottle) -> Metal zink: Mesa WGL -> Vulkan -> MoltenVK -> Metal Method mesa-dist-win prebuilt binaries (pal1000's repo, release-msvc packages) From the x86 folder (KOTOR is 32-bit): opengl32.dll, libgallium_wgl.dll, dxil.dll (and libglapi.dll on 23.x, which still ships it) copied next to swkotor.exe Wine Configuration -> Libraries -> opengl32 -> Native then Builtin Launch from Terminal with GALLIUM_DRIVER set explicitly, output captured via tee Wall 1: d3d12 backend (current Mesa) Black fullscreen window, then access violation (c0000005) at null. Key log lines:   vkd3d:err:d3d12_device_init Cannot load DXIL conversion library, DXBC-TPF shaders won't be supported vkd3d:fixme:d3d12_device_CreateCommandQueue1 ... stub! Mesa: error: GL User Error: glGetFloatv called without a rendering context [cascade of GL calls without context] wine: Unhandled page fault on read access to 00000000     Findings: D3D12 in this bottle is served by Wine's vkd3d (D3D12-on-Vulkan-on-MoltenVK), not by D3DMetal, at least for this 32-bit exe, regardless of the bottle's Graphics setting. vkd3d in CrossOver's build cannot load its DXIL conversion library, so it cannot consume the shaders Mesa's d3d12 backend emits. Device init fails, context creation returns null. KOTOR never checks for a null context. It issues GL calls blind and crashes. The crash is a symptom; the wall is vkd3d's missing DXIL support, which is compiled into CrossOver itself and not fixable by dropping files. A second wall (CreateCommandQueue1 stub) is already visible queued behind the first. Verdict: dead at the CrossOver-internals level. Wall 2: zink backend (current Mesa) Identical crash signature. No vkd3d lines, and no Vulkan activity logged at all; zink bails during earliest setup, silently. (Note: CrossOver's retail wine ships with WINEDEBUG channels like +loaddll compiled out, so runtime tracing is not available for diagnosis.) Filesystem check shows 32-bit Vulkan plumbing DOES exist in the bottle (vulkan-1.dll, winevulkan.dll, winevulkan.json in syswow64, and matching DLLs in CrossOver's i386-windows lib dir). So the failure is not a missing loader. See Wall 3 for the explanation. Partial breakthrough: Mesa 23.1.9 zink Downgraded to mesa-dist-win 23.1.9 (last of the legacy 23.1 line, October 2023). Same DLL swap. Result:   WARNING: Some incorrect rendering might occur because the selected Vulkan device (Apple M3 Max) doesn't support base Zink requirements: feats.features.logicOp have_EXT_custom_border_color have_EXT_line_rasterization Mesa: error: GL_INVALID_VALUE in glTexParameter(param)   This is the breakthrough and Wall 3 in one: Old zink creates a REAL Vulkan device on the M3 Max through MoltenVK, and a GL context. This explains Wall 2: modern zink hard-requires features MoltenVK doesn't offer (logicOp, EXT_custom_border_color, EXT_line_rasterization) and refuses silently; old zink warns and proceeds. The game gets a working context, issues its first texture setup calls, one glTexParameter value is rejected, and then swkotor exits silently. No crash, no window, no error dialog. The wine process just returns. Wall 4: silent exit Tried against it: MESA_EXTENSION_MAX_YEAR=2003 (and 2006): no change. The famous extension-string-overflow bug is not the cause. MESA_GL_VERSION_OVERRIDE=2.1COMPAT + MESA_GLSL_VERSION_OVERRIDE=120: no change. Remaining suspects, unproven: zink's compatibility-profile / WGL pixel format handling for pre-2004 games (fixable in Mesa if so) one of the three missing MoltenVK features being fatal to KOTOR specifically (logicOp is used by old fixed-function games) swkotor's own init logic rejecting something it queries right after context creation (would need exe-side reverse engineering; this is my question to anyone who knows the binary) Control run GALLIUM_DRIVER=llvmpipe (software rendering): the game RUNS. Unusably slow (CPU rendering under Rosetta), but it proves Mesa's WGL layer is fully compatible with KOTOR under CrossOver. Everything above is specifically about GPU device paths. Summary map +---------------------+---------------------------------------------+------------------------------------------------------+ | Path | Result | Wall | +---------------------+---------------------------------------------+------------------------------------------------------+ | Mesa current, d3d12 | crash | vkd3d missing DXIL converter (CrossOver internals) | | Mesa current, zink | crash | zink hard-requires features MoltenVK lacks | | Mesa 23.1.9, zink | device + context created, then silent exit | unknown, after first glTexParameter calls | | Mesa any, llvmpipe | runs (slow) | none; proves WGL layer works | +---------------------+---------------------------------------------+------------------------------------------------------+   What would change the game MoltenVK gaining logicOp / custom border color / line rasterization (or zink emulating them on Mac) CrossOver's vkd3d shipping DXIL conversion Someone identifying what swkotor checks after context creation (the actionable question right now) Any of the open engine reimplementation projects reaching playable state on Mac Rollback Delete the copied DLLs next to swkotor.exe, remove the opengl32 override in Wine Configuration. Two minutes, fully reversible. (Tip learned the hard way: never edit swkotor.ini while the game runs; it rewrites the file on exit and will revert or mangle your edits. Also, on multi-user Macs with bottles in /Users/Shared, check that no other user session holds a wineserver lock on the bottle; it produces "cannot find the server port" errors.) Offer I have full logs of every run and a configured Apple Silicon test bench. Happy to run builds, patches, or instrumented Mesa versions and return results within a day (if available). Find me here or on the OpenKotor Discord.
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