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oliveraelius changed their profile photo
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blend889 joined the community
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Ruttzui joined the community
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Not yet, I simply could not comprehend what was happening at the time so I figured I'd just release what I got working thus far and kick the can down the road.
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Did you attempt to reformat the lines in SithCodec first?
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The mod currently has two installs. The "No New Voice" install does not add a new voice, it uses the vanilla human voice. The "Quarren Voice" ports the alien Quarren voice from Kotor II, this is the same voice that Loppak Slusk and Visquis use. There was going to be an AI version which took the Quarren voice and made it speak English, the ROR mod does this for the Quarren Jedi Master NPC but when this voice was used in-game it was sped up and the pitch raised for some unknown reason. Because of this bug you currently cannot install the AI version but it exists for when it eventually does get fixed. Open each folder inside the tslpatcher folder and click on the .MP3 files to hear what the new voices sound like. Thank you both! If you installed the 1.0.0 version with the bugged Death Field animation just copy "Q_Quarren.mdl" and "Q_Quarren.mdx" from the 1.1.0 version and paste them into your Override overwriting the old version.
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The problem simply didn't happen with ROR, it played in-game exactly the same as it does when you listen to the .MP3 audio file. If you open the tslpatcher folder and open the folder named "ai" the affected VO is in there if anyone wanted to see the problem for themselves. If you listen to the audio as an .MP3 file it plays as it should but in-game the speed and pitch is somehow increased to the point that it sounds like Alvin from Alvin and the Chipmunks. Marius Fett sent me a fixed version of the models earlier today. I've just updated the mod with their fixed models and in my testing the Death Field effect now projects from the hands as it should.
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Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
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Now this is a really cool idea! I want to make sure I am understanding correctly, does this mod make the Quarren have its own language voice or does it have a human voice? I see the note about KOTOR II and was just curious on how it sounded. I appreciate the irony that the Sith hate all non human species, but would absolutely use a non-human one to gain an advantage. awesome mod
- Yesterday
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It's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions. XML_to_TLK.bat TLK_to_XML.bat
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Plandertaker started following KOTOR 1080p glitch
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hi. i have installed everything correctly and tried various other tutorials for the same resolution, but my game does this. i also tried to disable my second monitor, DPI settings, changing the resolution both in patcher, in game, in the config file, even other resolution, yet nothing seems to work. only the main menu works correctly. in the loading screen, it can be seen that the game kinda gives itself a second window, and it probably acts as a main window that overlaps the main screen. IMG_9624.mp4
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How was that problem solved for ROR?
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As always, you are full of good ideas, N-DReW-25. May I ask if you imported the model and texture from the sequel or if it is a custom made work? I read better the info and Quanon is reported as the author. It would be nice to remedy the bug with the Force Power effect originating from the feet rather than the hand and I am sure an experienced modeller could help you out with that. And perhaps with the clipping of the hand and lightsabe I noticed in the picture. Cheers! PS: Too bad also about the bug with the AI voice over. That would have been my choice...
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I tried it. But the .exe file did not run on my PC. Are further installations necessary? Or can someone send me the already converted append.tlk as xml?
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Ian Starrider changed their profile photo
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From Bioware's own TLK documentation: For languages other than english where conversational or other text differs depending on the gender of the speaker or the person being spoken to, there are two talk table files, dialog.tlk and dialogf.tlk. Both tlk files contain text for the all the StrRefs in the game and for gender-neutral strings, the two tlk files actually contain the exact same text. However, if a given StrRef refers to text that has a two different translations depending on gender of the player character, then dialog.tlk will contain the masculine form of the text and dialogf.tlk will contain the feminine form of the text. Personally, I convert the TLK to and from XML using Xoreos Tools (tlk2xml / xml2tlk). But there are also other tools around that convert to/from various text formats.
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I would like to contribute a German language patch. As I have observed, the append.tlk file was edited for the French patch. In the Russian version, append.tlk & appendf.tlk were changed. What is appendf.tlk responsible for, or is it sufficient for me to focus solely on append.tlk? And my last question would be: Which tool is the easiest to use for editing tlk files? Best regards
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- 110 comments
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View File Kirin's BVM-Replacers The initial Ideea for this mod was to add Mission into TSL as a companion. The blue skin matched more with Handmaiden or Mira so I made the red skin for Visas. After I saw PFHX01 and I wanted to modifie and add her also, the model and texture is modified. Atris was done because I wanted a longer hair Handmaiden and it kind of matched. When I saw this post I understood that it is possible to make this mod and added her as an homage. https://steamcommunity.com/app/208580/discussions/0/618459109269516721 So practically my main interest ware to do Mission and PFHX01, the rest are as a bonus. Now because I have so many replacers I didn't know what works with what or what people want so I made a variant for all. As can you see in the photo with all models you can replace how you want I have made an option for all posibilities. ----------------- Instalation: I will give an example and is the same for all. Lets say you want to replace Visas with Blue Mission go to Visas-Replacers\Visas to Mission\Blue and copy all the files into your game override folder and you are done. Colar: All Visas head textures have the neck colar to match with her clothes. If you want to have the colar for Brianna or Mira you need to install de desiered model after go to Visas folders and copy the head textures from her folders see list bellow with the texture names. And do it inverse if you want to have no colar for Visas P_AtrisH01.tga(Atris), P_BastilaH04.tga(Bastila), p_missionh01.tga(Mission), PFHC05.tga, PFHC07.tga, PFHC07.tga ----------------- Uninstall: Remove the files you added to your game override folder is that simple. ----------------- Compatibilities/Bugs: There are some combinations that are not compatible I didn't think of all but I will give an example: -You can't replace one companion with Blue Mission and one with Red Mission both will be the color you added last because the texture that gives the skin color is the same and will be replaced by the last one you added. -At the moment the dark side transformation does not work the models will look the same dark or light side. I'm not planning to modifie this. -The underware skins color change work for all except Mira. ----------------- Donations: If you want to support my work you can here: buymeacoffee.com/kirin117 ----------------- Requests: At the moment I have in mind some modifications but I got tiered on working on this mod so this is the version I want to release. I will see in the future if I will add more. If you have any sugeations for a new model or any modification to the existing models (hair color, eye color, skin color...) to add or modifie ask in the comments or DM me I will add it if I have time. ----------------- Acknowledgements: - Effixian Thank you for allowing me to use your ported female head model that was combined with Belaya's Unique Look https://deadlystream.com/files/file/1392-effixians-k1-to-k2-heads/ - Leilukin: Thank you for Missing K1 Party Member Ports for TSL [Modder's Resource] 1.0.0 https://deadlystream.com/files/file/2249-missing-k1-party-member-ports-for-tsl-modders-resource/ And also thank you for allowing me to modifie and use your model Belaya's Unique Look https://www.nexusmods.com/kotor/mods/1494?tab=description - tabularasa: Thank you for allowing us to use "PFHC07 redone" https://www.nexusmods.com/kotor2/mods/1173 Submitter Kirin Submitted 02/04/2026 Category Mods TSLRCM Compatible Yes
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View File Quarren Sith Master A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! 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 02/06/2026 Category Mods K1R Compatible No
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crybllrd started following Fair Strides' Script Shack
- Last week
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I've reinstalled everything in the exact order as each of the previous two installations and checked if it is working after each mod install and this mod is the only one that overwrote a file: https://deadlystream.com/files/file/1792-kotor-widescreen-fade-fix/ Without that mod it works perfectly. Edit: it works with that mod now as well... I installed all the same mods in the same order. Sorry for wasting your time but I must have done something wrong the first two times.
- 110 comments
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I think I might know the cause of this problem. It sounds like custom NPC models are not showing up in your copy of Sleheyron. Usually this indicates that the Appearances.2da file (the database where NPC appearances are stored, including custom ones) is being overwritten by another mod that doesn’t use a patcher. Which then basically turns into an issue of which order the mods were installed. So I have two questions: 1: When you were in Bogga’s cantina, what did Vima appear like? She should appear as a redhead with a ponytail. 2: In any of those mods you downloaded, do any of them have a file called “Appearances.2da?” If so, if you can tell me which one, I might be able to make a compatibility patch. I think this fixable but it would require re-installing Sleheyron. It would also probably require re-installing at least one other mod, but I’m not sure yet which one(s).
- 110 comments
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Hi I've run into a weird bug. Just started the czerka lab portion of sleheyron and the yellow iridorians in the lab are passive because the white and red ones do not spawn, the alien also does not spawn. Also based on the wookiepedia archives playthrough of the mod from 6 months ago I am missing all of the droids that are not Czerka Sedative Droids. The mods I have installed are k1cp, rc-k1cp, kill marlena, bek control room restoration, character start-up changes, and a few hd widescreen fix mods. I tried restarting sleheyron on both my save and the included save and tried again after reinstalling everything.
- 110 comments
