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It's fully compatible with anything currently hosted on the site. Compatibility with any previous mods which are no longer available for download isn't guaranteed. I'll be remaking those older mods at a higher level of quality in due course, however. Model variation numbers will change between the older and newer versions, so it's recommended that if you have older lightsaber mods of mine installed other than what's available on DeadlyStream at the moment that you keep using the older version for now and install the newer version next time you do a clean install/start a fresh mod build.
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hackbackwards started following Restored Content for K1CP [WIP]
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Hello there! I just tried installing this mod, but I got an error and the installation failed to complete: Error: No instruction section found for file m02ab.git, skipping... It looks like the mod *almost* completes installation (the green bar is riiiight at the end), but I don't know if it's ignorable or not. I'm using the Steam version of KOTOR, a fresh install of the game, installed on my C:\ drive (same drive as Steam). I installed the Community Patch v1.10 first, and then installed this mod, with no other mods installed. I even tried re-downloading this mod's archive and trying again, but I still get the error. I've tried it twice (uninstalled KOTOR completely, cleaned out the entire directory, reinstalled, then installed K1CP v1.10, then this mod) and I keep getting the error. I also get this warning each time: Warning: Unable to copy file "tar03_woman031.utcanc", file does not exist! I'm using the latest version of the archive from this site (linked below) which I notice was last updated on November 7th. If I'm doing something wrong, please let me know, otherwise, might want to take a look at the latest release. Thanks!
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FYI, the Blaster Pistol & Blaster Rifle + Critical option gives the following error with HoloPatcher: [Error] [14:06:02] KeyError: "The [repeating_blaster] section was not found in the ini, referenced by 'ChangeRow12=repeating_blaster' in [baseitems.2da]" Deleting lines 50-52 from pistol_rifle.ini seems to resolve the issue and apply the changes as intended.
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More than a request, I want some guide and advice for making this mod by myself, I have made my own items' mods before and change some items' descriptions to make them more lore-friendly or work over already existing mods. I'm still a beginner, so If you could guide me with this I would be grateful. This mod would consist on changing the Sword of Ajunta Pall (which is a double-bladed sword) into a single-bladed sword inspired in this Sith Sword from the "Book of Sith" (written by Daniel Wallace, who describe that this Sith Sword was improved by immersing it in a bath of "blood spilled in wrath), just 'cause it looks and sound cool as hell, and I would love to use it with the Spectral Ajunta Pall mod: I have some experience on 3D modeling oriented to enginering (like Inventor, SolidWorks & Freecad) 'cause of college, but not in videogames 3d modelling. Fortunately there's a user called Jonatan Santana that already 3D modeled this Sith Sword using Substance Painter and upload it on Sketchfab on many formats (dae, .gltf, .usdz, .glb). I already asked for Jonatan's permision (the model has the CC Atribution License) and I'm awaiting his approval. But I want to know if the files format (dae, .gltf, .usdz, .glb), number of poligons, or scale of the model allows me to make the mod. If it works, what programs do I need to make the mod (like Kotor Tool, or Holocron Toolset), how can I scale the model (in case it's dimensions are not the right ones), how do I assign this the single-bladed sword (and character) the correct movements (instead of the double-bladed ones). I would be really grateful if you can help me with those questions and give me some of your guide. May the force be with you!
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View File Bao Dur - Jedi Robe Reskin [ORIGINAL MOD NEEDED] 3 Variants for the BaoDur Jedi robes. Instalation: 1. Install "Bao-Dur Wears Jedi Robes" by Shem 2. Choose one of the 3 reskins and replace them in the override folder. Acknowledgements: Shem - For the original mod Kaidon Jorn - For the new textures Submitter Kirin Submitted 12/26/2025 Category Mods TSLRCM Compatible Yes
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View File Jedi Knight Lightsaber Set (K1) This mod adds seven new lightsabers to the game based on those present in the game Jedi Knight: Dark Force II. Each lightsaber is fully upgradeable, but available in only one colour each, based on the colour they were in the original game. The lightsabers can be obtained as follows: Dantooine: Qu Rahn and Maw’s lightsabers are both lootable from Sherruk once he is defeated. He will wield them against you during the fight. Korriban: Yun’s lightsaber can be obtained from Kel Algwinn, by either killing him yourself or reporting him to Master Uthar. Choosing the light side option of sending him to the Jedi gets you nothing. Pic’s lightsaber can be looted from Mekel after his death, either in the Sith Academy, or in the Tomb of Tulak Hord. Sariss’s lightsaber can be looted from Lashowe after her death, either in the Sith Academy, or in the Valley of the Dark Lords. Boc’s lightsaber can be looted from Shaardan after his death, either in the Sith Academy, or in the Tomb of Ajunta Pall. Jerec’s lightsaber can be looted from Jorak Uln after his death in the Tomb of Tulak Hord, or the crystal will be added to your inventory at the same time as his writings, should he survive the encounter. Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too. Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. Thanks to DarthParametric for allowing the use of his modified version of k38_jor_givetab.ncs to allow the player to keep the benefits from the Community Patch’s version of this script in addition to having the benefit from my own alteration which grants Jerec’s crystal to the player. Submitter Marius Fett Submitted 12/28/2025 Category Mods K1R Compatible Yes
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StarBringer started following Aligned Revan Hologram for TSLRCM, AxC's Skip Twin Suns' Fight, Stun Baton Mod and and 4 others
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ROR Dev Diary 3 - Starting Corellia and Patches
N-DReW25 replied to N-DReW25's topic in Revenge of Revan
Unique items are unrepeatable in Kotor I. Downscaled from 2K and 4K to 512x512 which is the normal resolution texture in Kotor I. Do know that Vogga's texture in Kotor II is 256x256 so he'll actually have a texture resolution increase in the ROR mod when he gets his 512x512 resolution texture. Yes, a complete HD overhaul for the ROR mod is definitely planned. The main artist for ROR, RedRob41, has begun his own HD overhaul for both Kotor games though I'll only link the Kotor II one here. The ROR textures would be upscaled just like these ones here, though RedRob is still working on the Kotor I and II mods and is a full time parent so work on that has been real slow. -
Version 1.0.0
2 downloads
This mod adds seven new lightsabers to the game based on those present in the game Jedi Knight: Dark Force II. Each lightsaber is fully upgradeable, but available in only one colour each, based on the colour they were in the original game. The lightsabers can be obtained as follows: Dantooine: Qu Rahn and Maw’s lightsabers are both lootable from Sherruk once he is defeated. He will wield them against you during the fight. Korriban: Yun’s lightsaber can be obtained from Kel Algwinn, by either killing him yourself or reporting him to Master Uthar. Choosing the light side option of sending him to the Jedi gets you nothing. Pic’s lightsaber can be looted from Mekel after his death, either in the Sith Academy, or in the Tomb of Tulak Hord. Sariss’s lightsaber can be looted from Lashowe after her death, either in the Sith Academy, or in the Valley of the Dark Lords. Boc’s lightsaber can be looted from Shaardan after his death, either in the Sith Academy, or in the Tomb of Ajunta Pall. Jerec’s lightsaber can be looted from Jorak Uln after his death in the Tomb of Tulak Hord, or the crystal will be added to your inventory at the same time as his writings, should he survive the encounter. Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too. Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. Thanks to DarthParametric for allowing the use of his modified version of k38_jor_givetab.ncs to allow the player to keep the benefits from the Community Patch’s version of this script in addition to having the benefit from my own alteration which grants Jerec’s crystal to the player. -
@Rohndo Did you make sure you download the latest version of my mod? Your screenshot shows you are using TSLPatcher to install my mod, which should not happen since I have already replaced TSLPatcher with HoloPatcher as the installer of my mod. I suggest you download my mod and then try to install my mod again..
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It's Spanish. Since it is both a short text and it is in the Latin alphabet (the same alphabet that both Spanish and English use) it is possible for you to manually write the unknown Spanish into Google translate and Google will auto-detect the language being spoken and from there you can translate the Spanish into English. "El sistema no puede encontrar el archivo especificado" translates to "The system cannot find the specified file".
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@Rohndo Re: https://deadlystream.com/files/file/977-handmaiden-and-female-exile-disciple-and-male-exile-romance/?do=findReview&review=7325 You should ask for mod support in this comments section or the mod's forum thread, not the reviews section. I don't recognise the language in the error message in your screenshot. What does it mean in English?
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View File Jedi robe stat increase TSL Mod ------- Mod Name: Jedi Robe Stat Boost ------- Description: This mod changes the stats of the Jedi Robe (Dark and Light), Jedi Knight Robe (Dark and Light), and the Jedi master Robe (Dark and Light). I also added the Handmaiden Robe for fun. The Jedi robes can be found in the the security office locker. You can use the KSE to get these robes if you don't want to wait for them ingame. Install Info: Just take the files in the folder and place them in the Override folder in your SWKotor2 directory. If you don't have an override, make one. Uninstall Info: Remove the files from the override folder. Bugs: None known at this time. Permission: You can use the files in this mod in your own mod as long as you give me proper credit. Submitter Hdanas Submitted 12/27/2025 Category Mods TSLRCM Compatible Yes
- Last week
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ROR Dev Diary 3 - Starting Corellia and Patches
Spectrometer replied to N-DReW25's topic in Revenge of Revan
As always, I love the direction this project is going into. And having unique items be unrepeatable once they are on your inventory is something I always wanted, even for the original games (I don't know if there are any mods that do that). One thing I noticed is that you downscaled the Hutt's textures. Considering that there are now a lot of HD and upscaled mods to choose from, do you plan on ROR having a complete HD texture overhaul in the future, or will you (the team) leave that to other modders? -
I just found out about this mod, I like it and I agree it's a good alternative to the two other mods which IMO didn't blend as well with the game visually. However, I also find the transparent effect a little weird or underwhelming. I honestly didn't mind the shield effect on the original model, which was also used as a red shield for Freedon Nadd's model in The Jedi Masters mod. Have you considered or tested how he looks with the shield effect as an option? Another possibility is giving him the red "mist aura" that the PC emits when they gain dark side points (Freedon Nadd in TJM also had that, in a permanent loop). Or (I don't know if this is possible), the white bubble glows that NPCs display when they transform to rakghouls.
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Version 1.0.0
7 downloads
TSL Mod ------- Mod Name: Jedi Robe Stat Boost ------- Description: This mod changes the stats of the Jedi Robe (Dark and Light), Jedi Knight Robe (Dark and Light), and the Jedi master Robe (Dark and Light). I also added the Handmaiden Robe for fun. The Jedi robes can be found in the the security office locker. You can use the KSE to get these robes if you don't want to wait for them ingame. Install Info: Just take the files in the folder and place them in the Override folder in your SWKotor2 directory. If you don't have an override, make one. Uninstall Info: Remove the files from the override folder. Bugs: None known at this time. Permission: You can use the files in this mod in your own mod as long as you give me proper credit. -
ROR Dev Diary 3 - Starting Corellia and Patches
N-DReW25 replied to N-DReW25's topic in Revenge of Revan
Writing the dev diaries come in two stages: drafting the diary and assembling the diary here on Deadlystream with the proper links and screenshots. I admittedly rushed the second stage of this diary over the course of two nights and so I just grabbed the first CEC logo off the internet and went with it. I understand completely what you mean, I'm sure we all do () but I'm sure the point still stands that M4-78EP, despite just criticism, wasn't an amateurish mod. It is vastly superior to Stoney's original M4-78 and it's leagues better than Cathalan. My point still stands; that despite having very competent people on the team (aka not Team Gizka) M4-78EP was, and maybe still is, weak in the voice acting department. If the people who made TSLRCM couldn't get good voice overs I'm not going to be egotistical and assume ROR can do any better. In the case of what I had written above, I have more faith in getting actors to voice news reporter droids than holographic news reporter women. -
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Kirin changed their profile photo
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ROR Dev Diary 3 - Starting Corellia and Patches
Sith Holocron replied to N-DReW25's topic in Revenge of Revan
Why does the CEC logo now have it in English rather than the Aurebesh as before? Attached is the old text merged into the new logo. The latter half of this quote made me laugh out loud. -
Hello, and welcome to the third Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this third Dev Diary, I shall focus on the start of the first planet – Corellia and its introduction. (Please let me know if any of the links and/or images are broken) As Episode One has been released for quite some time now, this Dev Diary going forward shall showcase some of the new changes, features, and bug fixes that’ll be introduced to Episode One’s content in Episode Two’s release. Do know that I plan on releasing a ROR Addon mod that’ll allow you, the player, to install these Episode One bug fixes into Episode One before Episode Two’s release so you won’t have to wait for Episode Two just to get bug fixes. I shall make a proper announcement for when this is released to the public. As I showcased the Jedi Temple in the last dev diary before the Episode One bug fixes were put into proper development I shall quickly go over the changes to the Jedi Temple content down below: · The side quest “Drayen’s Teachings” was renamed to “Training Accident Recovery” and shall now be completed once you meet Drayen at the Jedi Council elevator. · Arkanian players are now given a pair of Arkanian Safety Shades by Kaila similar to how Miraluka players are given the Miraluka Blindfold. These Arkanian Safety Shades and the Miraluka Blindfold can now only be worn by the player character and no one else. · The Temple Security Officer, who used a generic Republic Officer appearance, is now a Jedi Temple Guard who is wearing a unique robe that has been added to the mod (more on this robe will be discussed later on in the diary) · It is now possible to completely bypass the Jedi Council cutscene. If you found the Jedi Council cutscene to be laggy (like I did), jarring because only the Quarren speaks English and everyone else is mute, or if the game crashed there (as per many bug reports), then you can now bypass the scene and go straight to Corellia from the elevator. Once you arrive on Corellia, the side quest "Investigate the Tyrena Station incident." has been renamed to "The Tyrena Investigation" which shall now take place from the time you land until you hand Bao-Dur the security recordings. The side quests “Corellian Base” and “Tyrena Station's Black Boxes” have been removed and their content has been merged into the single "The Tyrena Investigation" side quest. Corellia in the Revenge of Revan mod is a major Republic planet of the Core Worlds. The Contemplanys Hermi clause of the Galactic Constitution allows the Corellian Sector to close it borders (Space borders) and shut itself off from the Galactic Republic. As the Republic relies on Corellian Corporations and Corellian industry to build its civilian and military star fleets the Contemplanys Hermi being invoked could mean economic ruin for the Republic and much of the wider galaxy. As such, the Corellian Sector is a fairly autonomous from the Republic. This is evidenced by Corellian NPCs who react to the Republic Soldiers as if they were foreigner, this is due to the fact that the planet Corellia is not subject to the Galactic Republic's military conscription. If the planet Corellia ever needed the military for a domestic issue (like a revolt), it would instead send in the Corellian Security Force. The CorSec in the old Demo were rather strange, dialogue and item descriptions seemed to suggest that the Corellian Engineering Corperation, the CEC, owned the Corellian security forces – the CEC logo was also present on the Corellian soldiers and Uldir’s uniforms. The Corellian soldiers of the Demo were rather generic in that they were a quick and easy reskin of the Onderonian soldiers. I think Logan even once wrote a dialogue, either for Drayen or Uldir, to explain why the Corellian military copied the design of the Onderonian military in the ROR lore. I changed this in Episode One so that the Corellian military is the CorSec and not an extension of the CEC - a Corperation. The closest thing the planet Corellia has to a native Corellian army is now the CorSec Tactical Response Team. The CorSec Tactical Response Team is the same faction that appears in TOR, but since the word “Tactical Response Team” is too long for Kotor NPC names they’re instead called “CorSec TRT Commandos” in-game. TRT Commandos are seen supervising the pilot strike, are guarding the entrance of the King’s palace, and can be found in Fort Orik. TRT Commandos use the heads of the original Corellian soldiers from the old Demo with the CEC logo removed from their caps whilst their old uniforms are now used for the generic CorSec Officer, CorSec Sergeant, and CorSec Captain uniforms. The CEC logo on the uniforms was found on their wrists; these have been replaced with a green strip with each increasing rank receiving another green strip. For reference, Uldir is a sergeant and his wrists come with two green stripes. The Corellian Sector is governed under an Empire that has existed since the fall of the Infinite Empire, the early Republic’s history is marked by giving regional warlords autonomy in exchange for fealty to the Republic. These warlord states became what are known as “Allied Regions” with ceremonial ranks like “Moffs” being held by high-ranking members of these regions. The autonomy of these Allied Regions would be slowly eroded and dissolved as the centuries went on, by the time of the Clone Wars only a few of these Allied Regions remained and the rank of “Moff” was obscure to the wider galaxy until Palplatine restored it for Grand Moff Tarkin. In ROR’s lore, the Corellian Empire is one of these Allied Regions with its own autonomy. It governs the Corellian Sector like a colonial empire with all the wealth flowing from the Sector’s planets to the metropole that is Corellia. This has resulted in legal loopholes that the Corellians exploit for their own profit at the expense of both the Republic and Republic law, two of which are relevant to the plot. Only human Corellians born to human Corellians are entitled to Corellian planetary citizenship, this gives them the right to participate in the CorSec and public office. A human non-Corellian has to live on Corellia for a certain amount of time before they can be made eligible for citizenship, once they get this citizenship they get the same rights as native Corellians. The widow in the Cantina is a Telosian refugee who married a Corellian man and has not yet gained her citizenship, his last will and testament was on his CEC datapad and without that last will and testament than the Telosian Widow would not be legally entitled to her husbands assets now that he’s passed away. For non-humans, gaining Corellian citizenship is impossible and as such they cannot join the CorSec or run for public office. Non-humans can still have Republic citizenship which still gives them the rights guaranteed by the Republic’s constitution. This is why every single alien NPC is either labelled “Tourist” or “Immigrant”, some alien NPCs reveal how hard their lives are as aliens on Corellia through their dialogue. During the later Corellian crisis, you can influence the Corellian government to allow non-humans to become Corellian citizens. This choice is ultimately canon as aliens will be on the Corellian Council by the time of TOR, though this will be but one of many choices the player will be given later on in the mod. However, despite their Republic citizenship, or for those who don’t have Republic citizenship, many desperate aliens are tricked by the CEC into joining the ‘foreign labour program’ which has the CEC ship these aliens throughout the Corellian Sector to work in mines and other facilities. Again, you can find foreign labor NPCs and alien NPCs who speak of the cruelties of this unjust system. This would be illegal under Republic law, but since they’re being sent to remote planets with no ways to escape and with the Corellians being able to threaten Contemplanys Hermi the Republic is powerless to stop this. You, the player, can once again change this should you decide to push the Corellian government into stopping this practice in the later Corellian crisis, this is also canon as this practise is no longer happening by the time of the TOR MMO. Again, this will be but one of many choices the player will be given later on in the mod. Next to the landing bay you’ll find the pilots strike, King Bardok enacted a flight restriction supposedly to protect pilots from falling debris but in reality he enacted it to prevent smugglers from reaching the Tyrena Crash Site. Whilst this fact is kept secret from the public and the excuse of “protecting pilots” is kept public, the grounded pilots who make a living flying are not happy by this development and have started a peaceful protest against the government for their decision. Elrond the pilot merchant shall be given a brand-new merchant inventory, he shall be given new items based on the brand-new item rework. For the sake of testing, his inventory has been replaced with many of the vanilla items that have been changed in this update. All of the armor, gloves, belts, and implant items have been given new icons to differentiate each of the items from one another. Another major change is the replacement of certain items with different items. Starting with the implants, almost all of the implants have been reworked using a Google Spreadsheet written up by ZobiZob/@CapitaineSpoque on Discord (you have like three Discord accounts all with different usernames so if you aren't ZobiZob I do apologize for the Ping). Due note that these only replace the existing implants and so not all of his suggested implants are in ROR, but to summarize – all of the level one implants are now seriously weak whilst the level two, three, and four implants become stronger and stronger with each tier increase. The level four implants, the D-Implants, are a hit of miss in the base game. Some D-Implants are notoriously weak despite requiring 18 Constitution to use whilst others are ludicrously overpowered, and despite D-Implant icons being made by Obsidian they were left unused and they resemble level three implants in-game. Here are some examples of implants in Kotor I: Level 1 implant: Response Package – +1 Dexterity Level 3 implant: Bavakar Reflex Enhancement – +2 Dexterity Level 3 implant: Cyber Reaction System – +3 Dexterity Level 3 implant: Gordulan Reaction System – +4 Dexterity And n the ROR mod, the implants now go like this: Level 1 implant: Alacrity Package – +1 Dexterity Level 2 implant: Alacrity System – +2 Dexterity Level 3 implant: Alacrity Implant – +3 Dexterity Level 4 implant: Alacrity D-Implant – +4 Dexterity These implants still use the Kotor II attribute system, so level one needs 12 constitution, level two needs 14, level three needs 16, and a level four D-Implant needs 18. Implants, masks, gauntlets, and belts have all been nerfed to fix Kotor II’s horrible balancing system. All you need to do in Kotor II is use Force Valor on Bao-Dur, give him a tech belt, give him a skills implant, give him a skill boosting mask, and give him a skill boosting gauntlet and suddenly you have +20 attack damage blaster and lightsaber upgrades that you shouldn’t even have until the end game due to the crafting system. Now, the overpowered Tech Specialist Belt now requires the Improved Gear Head feat for the wearer to be able to properly use it and its stats are now on par with something you’d find in Kotor I. The Skills D-Package only gives a two-point increase to your skills instead of six. Upgrades are planned to be changed in the ROR mod, but due to the sheer amount of them I think this can wait for the time being. One change I had in mind was to nerf the 2-20 energy damage blaster upgrades by reducing the damage output to 5 energy whilst throwing on a Caution feat requirement. The idea behind the Caution feat requirement is that only a trained marksman will be cautious enough to not overheat the upgrade and cause the blaster to explode due to the sheer energy inside said upgrade. All of the overpowered upgrades would be nerfed in this regard, make them weak but still make them powerful and give them something to make it difficult for a low-level player to use should they somehow cheese the game to get these items early. Many of the mask items have been removed and replaced with masks from the first game. For example, the Rakatan Band is now the Motion Detection Goggles, the Interface Band is now the Verpine Headband, the Targeting Visor is now the Aural Amplifier, the Spacer's Sensor is now the Advanced Aural Amplifier, and the Consciousness Helm is now the Light-Scan Visor. Many of the “named items” have now been removed, this is because you could get the Circlet of Saresh multiple times in a single playthrough and could obtain them from weird locations. These items have all been replaced with different items, for example the Circlet of Saresh is now the Demolitions Sensor, however, these items can be reintroduced as standalone items you can obtain and only obtain once. Some of these items include the Circlet of Saresh, Bindo’s Band, Ossluk's Gloves, Freyyr's Warblade, Onasi Blaster, Freedon Nadd's Blaster, Ulic Qel Droma's Mesh Suit, Exar Kun's Light Battle Suit, and Jamoh Hogra's Battle Armor. Whilst some of these items have been replaced with new items, items like Exar Kun's Light Battle Suit has been renamed to the Massassi Battle Suit with a new description whilst maintaining the exact same stats as the Exar Kun version. Jedi Robes have also received the stat rework as proposed in the first Dev Diary, they have now been divided into four categories: Jedi Robes: Low stats but with no dexterity restriction (same as vanilla robes). Jedi Knight Robes: Medium stats but with 5 dexterity restriction (same as the Combat Suit). Jedi Master Robes: High Stats but with 3 dexterity restriction (same as the Military Suit). Jedi Armor Robes: Stats comparable to Armor but with 1 dexterity restriction (Same as the Battle Armor). Jedi Armor Robes replace the Zeison Sha Armor found in Kotor II, however, it only replaces the items - the Zeison Sha body model still remains in-tact in the appearance.2da file meaning we can undo this change should Logan and/or the player base wants to revert this change. Like with the armors, the named Jedi Robes have also been removed and replaced with new robe items with different stats. The stats of these new robes are still powerful but they shouldn’t become the player’s permanent set of robes should you acquire them as they don’t offer ridiculous bonuses like free Force Jump to non-Guardians or +6 Strength for Dark Siders. And of course for the overpowered robes there are still nerfs and limitations to balance them out. Again, all of the vanilla named Robes shall be reintroduced as new items that can only be obtained once in the game. All of the prices have also been reworked, so things that were obscenely cheap in Kotor II are now reasonably priced and overpriced items have been made significantly cheaper. Hopefully with these balances, the credits you earn through side quests can be used to give you the ability to actually shop around and give you the opportunity to buy things you’d never have bought in Kotor II. And hopefully with the price reworks, you won’t obtain a rare item, sell it for 20 thousand credits, and end up buying everything you’ve ever needed in one go. (do note that all stats and prices shown in these screenshots are subject to change ) Weapons have also been reworked, mostly giving blasters, swords, as well as armors, their correct textures from Kotor I, their stats have been improved where possible and a bunch of Kotor I items have been brought into Kotor II by replacing certain items. Things like the Echani Ritual Brand are back and now do the knockdown effect, and things like the Echani Foil are now also in ROR as they were in Kotor I. Several balancing decisions have also been made, like how Gammorrean axes now require a minimum strength to wield and how Freyr’s Warblade is now a generic Wookiee Warblade with a reasonable price, reasonable stats, and a strength restriction that makes sense in-lore as to what the item is – a Wookiee’s weapon. Leaving the Corellian Port, you shall notice that many of the background NPCs have changed – not physically, but in how they act. In the release, we had a system wherein an NPC was locked facing another NPC and would repeat an animation to imply that they were talking to one another. In my tinkering of Kotor II NPCs for a potential Kotor II Diversity Pack, I discovered a script that makes NPCs “interact” with surrounding NPCs. Now, the background NPCs who stand around will now rotate and face each other and will occasionally perform an animation before turning to another nearby NPC. This’ll be more impressive in-game than it is me describing it. The homeless camp, however, should be one of the most obvious examples of how these newly discovered scripts really improve the atmosphere of a populated area. In the first release, these homeless NPCs stood idly around their campfires doing nothing. Now, they are scavenging through the trash and kneeling down to warm their hands on the campfires. I even added a new homeless NPC who is lying down on the floor. Two NPC encounters, the Arkanian Spacers and the Echani and Sullustan duo, required the player speak with them to trigger their scenes. These scenes now have an actual trigger and will now play when you approach them. During the course of Episode One, multiple NPCs shall “leave” the Palace Square. Before, for the duration of the mod, a fat man will forever remain choosing fruit with a line waiting behind him. Before, the CEC Protocol Droid just stands there forever long after he’s given you the side quest. Now, these NPCs shall disappear after certain points are made. The fat man in the line and the CEC Protocol Droid both disappear when you enter the royal palace meaning they are gone when Uldir is in the party, the Bith merchant serving the fat man will even have his dialogue change to reflect the fat man and the Quarren already being served as he now has no customers bothering him. Light Side and Dark Side points have also been added throughout the Episode: And a new encounter involves the bouncer of the Cantina has been added which triggers if you have more then 500 credits. He will beg you for 500 credits and will give you his reason as to why he needs the money, you will be given multiple options on how to deal with him that can result in a Light Side or Dark Side shift. The HoloNet News Girl Hologram has also had bit of a makeover: The Hologram was originally intended to be “summon” via a nearby computer terminal, this functionality was in the Demo but Logan didn’t bother with it for the Episode One release. One major feedback we have consistently received is to ditch the alien VO for the HoloNet News Girl and replace it with actual voiced VO. Voiced VO, as is always mentioned in regard to ROR, is not something we can obtain easily as, since the mod is not finished, we cannot reasonably rely on actors to be around one, five, ten, or fifteen years later to voice more lines. Finding voice actors, good voice actors, for a fan project like ROR is not going to be easy. When you think of mods with bad voice acting you think of Cathalan, but that is not always the case as even the big, well-made, popular mods are also criticized for their voice acting. Two high quality and well-respected mods are TSLRCM and the M4-78EP mod. In TSLRCM, everyone hates Kaevee’s voice and need I even talk about M4-78EP in regard to voice overs – even Kaah Ohtok, voiced by Zhaboka, is disliked by certain players. Even the legendary BOSSR is sometimes criticized for its VO. Whilst the actors in BOSSR weren't necessarily bad, the lines they had to read was written as if the mod was a Shakespearian play at times and the microphone quality of most of the lines is absolutely atrocious at times due to the mod being developed between 2007 and 2009. Voice overs in general are a massive risk, especially in the context of the HoloNet News Girl Hologram who’s main functionality, being able to summon her, is completely broken. The character would have to be voiced by a woman which I feel is going to be harder to come by and the character would have to be voiced to satisfaction because if she isn’t people are probably not going to interact with the HoloNet News feature. My compromise is this here, HoloNet News Droids: These droids will recite HoloNet News articles to the player; by having them be droids this removes the need to have the summoning feature for the Holograms meaning implementing HoloNet News Droids is as simple as planting an NPC into a module and rewriting a previous planet’s dialogue with new articles. And since these are droids, should our main HoloNet News Droid actor suddenly die/disappear and/or we can’t get new VO from him then we can always just hire another actor for the next planet with the lore reason being that droids simply have different voices. A new feature for the HoloNet News Droids is HoloNet censorship, on certain planets the HoloNet News Network will be censored to the specifications of that planet. The Corellian HoloNet News Droid will tell you all of the blocked topics and some articles you hear on Coruscant are blocked on Corellia. Depending on how you do the overall Corellian Arc, you can either remove or alter these censorship laws based on what path you take. And as to be expected, ROR Episode One shall be receiving some bonus side quests to make the Episode One plotline feel less linear. I would like to spoil that, in Episode Two, the first half of the questline shall not be linear meaning you can do important plot-related side quests in any order to reach an overarching objective. But for Episode One, the two new side quests are Beedo’s debt quest and the Rancor quest. The Rancor quest involves the random Rancor you encounter in the swamps, more details on this side quest shall be shared in the next dev diary but do know that the mercenary Tan Corso in the Cantina is the one who gives you this side quest. Beedo’s side quest shall be explored upon in greater detail in the next dev diary as well, but for this dev diary I would like to showcase Tokro the Hutt’s new appearance. Tokro's appearance is a modified version of a skin from Elayerfawkes45's mod. Whilst Elayerfawkes45's original mod is a HD mod, the texture used in the ROR mod has been downsized to match the texture quality of the Kotor I Hutts. I have asked for permission from Elayerfawkes45, Vurt, and Detran to use their Hutt textures in the ROR mod. And just like with Tokro, I am not just outright reusing their work (or AI generated work if you don't view AI as real work) - instead I am using elements of their textures and mix and matching them on one another whilst downsizing them to match the Kotor I texture quality. This will be showcased more when we get to Episode Two's Nar Shaddaa and the Hutts that are introduced there. The last things of note in this dev diary are two new features that have also been added to the Cantina. The computer terminal in the dance room is now a juke box which can be accessed to change the in-game music of the module. The music selection includes the ambient Cantina music tracks from Kotor I, Kotor II, and the ROR Demo. More music tracks may be added in future updates, though as a preference I would only add the original work of musicians who either donate and/or give permission for their tracks to appear in the mod - I would not want AI generated slop or copyrighted music like the classis Cantina Band theme to avoid the hassle that'd bring. The in-game names are loosely based on their original location, for example the song "Beast Within" is the Onderon Cantina theme. And the last feature is this - PURE PAZAAK! I discovered that, by hyjacking Nikko' Pazaak scripts I could add Pazaak to the Pazaak player in the ROR mod. Just like with Nikko, you will be able to play Pazaak with this guy making Pazaak a viable mini-game in ROR. Everything I just showed you will appear in Episode Two, however, a submod shall be released sometime in 2026 (here's hoping) containing all of this updated Episode One content allowing you to install this patch into Episode One whilst Episode Two is still under development. Do note that if Logan personally does not approve of something I have added, it could be removed when Episode Two is actually released. I do not think that would be the case, especially as I can justify these creative decisions, but be warned that there is a slim chance that that could happen. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be updated in the future.
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Ah, thanks for the tip. Doing a bit of poking around, it seems like Qwen Image Edit might be a better bet, since it appears to be arguably at least as good, but more importantly you can run it locally with a quantised version.
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