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  3. I'm fairly new to modding TSL, and I found out that some DLG files have music tracks assigned to them so that they will play during that dialogue/cutscene. I had an idea to assign a music track to each party member so that it will play when speaking to them on the Ebon Hawk (or anywhere, really, during normal conversation with them), for example playing Kreia's theme while you speak to her. I managed to do this with holocron toolset, but I don't know how to make the background music for the level to stop when the dialogue starts nor to end the dialogue music when the conversation ends. ¿Does anyone have an idea of what i could do / where I could start looking? Any help is appreciated!
    Very well done. High-quality handles with crazy34's beautiful blades. But as mentioned in the comments section, the vanilla colors would have been a must-have for Jolee and Juhani.
    Totally underrated lightsaber hilts. They should get more attention in the community, as they are like high poly vanilla lightsabers. In other words, they are based on the original. With crazy34 blades, you have the finishing touch.
    These robes are fantastic, I especially love the 100% brown variants! Is there any chance that we will get a non-cloaked version of the brown tunics in the future? I would never run the game without them ever again!
  4. Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
  5. View File Onderonian Air Force Makes manning the turrets on Onderon matter. SUMMARY In KOTOR 2 you can use the air defense turrets on Onderon to take out the enemy fighters above the Sky Ramp. It’s a fun minigame but pretty inconsequential with no real effect on anything. You do gain some XP, but the game doesn’t even notify you of this, not helping the feeling that you didn’t really accomplish anything. This mod aims to make manning the turrets more impactful by, one, properly notifying the player of the XP gain for taking out the fighters, and two, making it so that if you don’t take out the fighters, they fire on you as you make your way up the Sky Ramp. This is accomplished in a similar way to the aerial lasers from K1, except that instead of being a static environmental threat, the lasers will actively track and target you and your allies with some degree of accuracy. A hit from a fighter deals a base 42 points of blaster damage which falls off with distance over a 6m range. Keep it moving to avoid getting hit! INSTALLATION Use HoloPatcher.exe to install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher. UNINSTALLATION Remove k_505_modheart.ncs from Override. Remove 504OND.mod from Modules and, if present, replace with the version inside the backup folder. COMPATIBILITY Should be compatible with most other mods. I don't know of any incompatibilities. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty This is a fulfillment of a mod request by Snigaroo. Credit to him for the cool idea! HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 02/06/2026 Category Mods TSLRCM Compatible Yes  
  6. View File Revenge of Revan Upscales Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use. Submitter Sith Holocron Submitted 02/08/2026 Category Skins TSLRCM Compatible No  
  7. View File Kirin PMHC04 Red Hair My interpretation of PMHC04 with red hair. In the future I want to make more variants for hair and eye color for more player character models. ----------------- Instalation: Add the files in your game override folder. ----------------- Uninstall: Remove the files you added to your game override folder. ----------------- Donations: If you want to support my work you can here: buymeacoffee.com/kirin117 ----------------- Acknowledgements: - Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible. Submitter Kirin Submitted 02/07/2026 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    5 downloads

    Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
  9. This did not work when I ran the batch as an administrator, but when I swapped over to running it normally like in the initial attempts it did work funny enough. Thank you! the backup executable was made and looks like I can continue on the next steps! Thanks again boss!
  10. That is very odd. Some sort of Windows 11 derpiness perhaps? You can try editing the batch file. Open it in a text editor (Notepad, etc.) and change the line hires_patcher %WIDTH% %HEIGHT% %LTRBOX% %EXE% to hires_patcher.exe %WIDTH% %HEIGHT% %LTRBOX% %EXE% Save it and try running the batch file again.
  11. I'm following the steps of the Kotor 1 full mod build and using Xuul's widescreen guide. I tried both moving the swkotor executable to the hires folder and moving the hi-res bat, exe, and pl folders to the main swkotor directy and the message comes up every time.
  12. Did you just move the batch file by itself? It needs hires_patcher.exe in order to actually do anything.
  13. Does anyone know how to fix this message that I get when I try to run the batch file?
  14. Last week
  15. Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
  16. When I go to the flophouse to the small alien no text pops up to get him to sell the ithorian armor.
  17. An essential mod if you want to play in 4K, thanks! I’m wondering though if it’s possible to have an even larger size, especially for the dialogue text. I find it still really tiny in 4K, actually.
  18. Thank you for your support. Attached is the zip file with the German-language patch, which I have approved for use and which may be offered as a download on Deadly Stream. Patch_Uebersetzung_Deutsch.zip
  19. The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
  20. i've purchased one from tantooine shop but how can i install mod to bike?
  21. Is there a reason why anyone hasn't tried yet to redo/replicate either the modder's work on Malachor V from the ground up or pick up the Malachor VI project from more than a decade ago ?
  22. You don't need to ask permission to use my content. Just let me know where you use it.

  23. Well, considering my comment at the link I can't say I'm surprised.
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