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  2. Nope, my fault for forgetting to include them. They came with the original Twi'lek boot model mod which I just had installed separately when testing this. May they never stop swaying.
  3. Today
  4. Indeed I did not have those. That did the trick. Did I miss something in the readme file? Thank you so much for replying and helping me getting it (rather them :D) into motion!
  5. I'm reworking one of my mods before I upload it here. The final area includes a trigger (.utt) which when entered, starts a dialogue (.dlg). I know the trigger has been properly added to the area's .git because when I walk over its intended spot, something in the game breaks so that I am unable to talk to anyone. Of course, the dialogue itself does not appear to trigger. I tried adding it to the intended NPC and I'm able to trigger it manually by talking to them, but I really think that a trigger approach would be more suitable. Does anyone have any idea what I might be doing wrong? wonw_trove3.mod dk_wonw_Belloq.nss dk_wonw_Fight.nss onenter.nss
  6. To my knowledge, this is not a problem! I need to fix them, but right now the issues are basically a few redundant backup files that the patcher isn't finding. But the mod works fine! Sorry for it overall being a bit weird.
  7. That "placeholder" features the skybox, ya goof!
  8. Nobody will download this if we don't see any pictures, just a placeholder. Please include pictures of the skybox!
  9. @AxConsortium Boy, am I glad to see this. Thank you! I really appreciate it. In fact, this was one of the reasons I haven't started any new playthroughs. You were actually supposed to get my proposal as a private message, so I could share some insight on what could be affected by the mod. But you were my second choice, and it's been a while since my first choice was active, so I opted to wait till they responded, though it's been months. I figured I'd dump all of it here, in case you find some of it useful for the purpose of fine-tuning. But I'm very glad with the mod as it is. I reference StrategyWiki to refer to the checks and dialogue trees. The only convos that matter for this mod are the two right below, but I also included everything affected by the reputation mechanic or the companion assignment, for reference. Affected convos: Docks convo after Landing Rights/Visquis's message This is the interaction with Hanharr or Mira that you miss if you're using the Choose Mira or Hanharr mod and your alignment leads to the interaction with the one that you end up not choosing. With the reputation over alignment mod, the convos and results flow seamlessly—you get approached and warned by the bounty hunter that ends up joining you. Favor with the Exchange (>=2) gets you Hanharr, and mixed (<2, > -4) and disfavor (<= -4) gets you Mira. Since you get Mira as a gray Exile, you get her with mixed standing with the Exchange as well. If Mira is the one to approach you, her second line varies, but StrategyWiki doesn't show whether the condition is alignment or Exchange standing. Since what the line references is your actions while on Nar Shaddaa, Exchange reputation should be the condition (negative for one, mixed for the other). The ideal approach, however, given that one line specifically refers to saving everyone, could be to set killing Saquesh, the boss at the Refugee Quad, as the condition, as this results in freeing the refugees from Exchange oppression. Docks convo with alignment check This, however, is the point where supposedly the game assigns your crewmate, way before the other convo. This alignment check would remain as it is for the purpose of Mira's line, just without the assignment of your future companion based on alignment. So for the reputation check, the logical route would be placing it after the moment the game checks whether you have enough reputation to continue (more info below), but before either Mira or Hanharr approaches you at the Docks. Other convos of note: Mandatory Docks convo with Mira This interaction with Mira takes place regardless of your future crewmate. Fight at the combat pit This is the point in the game where the new companion becomes playable. Darth Traya's forecast The last section here shows Kreia's foretelling of each planet's future. In Nar Shaddaa's case, the condition seems to be the fate of the refugees, but I have no way to be sure. Convos already making use of the reputation mechanic: Exchange reputation choices – Visquis's message is covered there as well further below. These are all the choices the player has to get the Exchange's attention and gain or lose their favor. Once you get at least 8, regardless of favor or disfavor, Visquis's message will trigger at the landing pad. You could be a LS Exile who assumes wrecking havoc will get them nowhere or just get everyone killed, and thus tries to get the Exchange's attention by gaining their favor; or you could be a DS Exile who simply seeks to wreck havoc. Regardless of their intentions, what the game should check is what actions the Exile made while on Nar Shaddaa, not how they are morally as a whole. Rodent convo at the Entertainment Promenade This is the mechanic the game allows for the player to check their standing with the Exchange. StrategyWiki seems to show the option with the highest favor is missing a response, though I haven't checked this. The reputation over alignment mod makes this mechanic more useful as well. One-sided Docks convo with Zez-Kai Ell This is the first interaction with Zez-Kai Ell, and one of the two times your standing with the Exchange is checked. This is also where the conditions are laid down: +2 or more for favor less than +2 and more than -4 for mixed -4 or less for disfavor It looks like StrategyWiki have the conditions mixed up, though it may be a bug in the game that perhaps TSLRCM fixes. I haven't checked this either. As far as I know, regarding Zez-Kai Ell, your reputation only changes this particular dialogue, with no further repercussions. Visquis convo at the combat pit This is the second and last time your favor with the Exchange is checked, as far as I know. Optional: Zez-Kai Ell with alignment check This is the final interaction with Zez-Kai Ell on Nar Shaddaa. It is your alignment that is checked, and this check would remain as it is, unless you'd like to make an option to check your reputation instead. Hope this helps. I thought some of it was worth looking into. Many thanks again.
  10. I bet it's cause you don't have these supermodels. I'll include them in the mod, but you can just download them from here and put both files into your override folder, and that should fix it. Let me know if it works and thanks for reporting it. SM_TwiFem.mdl SM_TwiFem.mdx
  11. Hi! First off this is a great mod, it gives you more reasons to replay TSL. I'm having a little issue, the Telos dancers are T posing in my game. Any kind souls willing to gimme a hand? Thanks <3.
  12. View File Nemo's Timely Departure Despawns Nemo once you cleanse the grove. DESCRIPTION After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already a Jedi to investigate and fear the worst since he hasn’t returned. This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins. This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove. INSTALLATION Move the file from “to override” to your override folder. UNINSTALLATION Remove k_pdan_14a_area.ncs from your override folder. COMPATIBILITY Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from. Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any. PERMISSIONS You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP. CREDITS offthegridmorty JC, DarthParametric - K1CP source script for k_pdan_14a_area Submitter offthegridmorty Submitted 08/24/2026 Category Mods K1R Compatible Yes  
  13. View File Kotor 1 UI and Icon Upscale for Nintendo Switch Replaces a bunch of item icons with their Kotor 2 version (full list below), as well as upscales some UI elements for the Nintendo Switch version of the game. This mod doesn't touch anything that ajdrenter's Pretty Good! Icons mod does. The screenshot above is just an example of some of the upscaled icons and elements. I think the Kotor 2 versions of the icons are a huge improvement. A lot of the UI changes are pretty minor, but I still prefer it over vanilla. I made a full guide for modding Kotor 1 on the Switch, based off of the neocities guide. Check it out here if you want. Installaion: Put the .tpc files in each of the 2 folders in atmosphere/contents/0100854015868000/romfs/override/Textures. Kotor 2 icon list: Stims: ii_Adrnaline_001 - 006 ii_CmbtShot_001 - 003 Credits: ii_credits_001 - 014 Datapads: ii_datapad_001-015 Repair kits: ii_DrdRepEqp_001 - 003 Idk what this is: ii_DrdSecSpk_001 Keys: ii_key_001 - 015 Medpacks: ii_MedEqpmnt_001 - 005 Weapon upgrades & Miscellaneous: ip_pltuseitm_001 - 010 ip_pltuseitm_012 - 024 ip_pltuseitm_026 - 068 Spikes and parts: ii_ProgSpike_001 - 002 ii_SecSpike_001 - 002 Lightsaber crystals: iw_SbrCrstl_001 - 021 Mines: ii_TrapKit_001 - 004 Armor upgrades: ii_upgrade_228 renamed ip_pltuseitm_069 ii_upgrade_247 renamed ip_pltuseitm_070 Submitter VeSeeker Submitted 08/24/2026 Category Mods K1R Compatible No  
  14. View File Saul's Pistol Saul's Pistol Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SaulPistol Gives Saul's Sith Assassin Pistol its own unique name and flavor text to help distinguish it from the regular version. Instructions Copy the contents of the For Override folder into the Override folder. See Localizations for instructions on supported languages. Localizations German: "For Override - Deutsch" Permissions Use this mod however you want. Just make sure to credit me. Special Thanks Fred Tetra - Kotor Tool tk102 - Language Converter for KotOR/TSL Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 08/24/2026 Category Mods K1R Compatible Yes  
  15. View File Sith Artifacts Sith Artifacts Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SithArtifacts Due to expansions in the lore, many of the Sith artifacts don't feel consistent with their namesakes. This mod makes the following changes so the named artifacts on Korriban feel more appropriate for their background: Ajunta Pall's Blade is described as dark and corrupting. Now, it deals Dark Side damage instead of Fire damage. Marka Ragnos was described as both an expert duelist and a master of the Force. Instead of giving the Lightsaber Specialization feat, his gauntlets now regenerate Force Points. Tulak Hord was a master of lightsaber combat, and his mask is described as having an eerie glow. Instead of giving bonuses to Stealth and Fire resistance, his mask now gives the Lightsaber Proficiency feat and a bonus to Charisma. Additionally, its appearance will now match the Sith Mask instead of the Circlet of Saresh. Naga Sadow was a master of casting illusions with the Force. In exchange for dealing reduced poison damage, his Poison Blade now has a small chance to stun enemies. Instructions If you are using ebmar's Ajunta Pall Blade Reskin mod, or The_Chaser_One's Tulak Hord Mask mod, install those first. Copy the contents of the For Override folder into the Override folder. If you have ebmar's mod installed, copy the contents of the "For Override - Ajunta Pall's Blade" folder into the Override folder. If you have The_Chaser_One's mod installed, copy the contents of the "For Override - Tulak Hord's Mask" folder into the Override folder. Permissions Use this mod however you want. Just make sure to credit me. Special Thanks Fred Tetra for the Kotor Tool Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 08/24/2026 Category Mods K1R Compatible Yes  
  16. View File Bandon Robes Bandon Robes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.BandonRobes It annoyed me that Darth Bandon and the Sith Masters have cool armor that we cannot have, especially since Bandon drops a named armor set. Now, the 2DA constraints mean there is no way to get the "Bandon" style armor without losing another type of armor in the game. So, I changed Bandon and the Sith Masters to wear regular robes with a custom texture that imitates their original armors. It deserves to be noted that because he is still an apprentice, the Sith Governor on Taris doesn't have the armor equipped. The Sith Master "armor" is slightly more powerful than normal Jedi Master robes, and can be acquired from the Sith Master in the Rakata Temple. Darth Bandon's named armor set is now a set of Jedi Robes with the same bonuses as his original armor, and includes upgrade capability. Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify Darth Bandon and Sith Master files throughout the game. It also modifies the player and companion entries in the Appearance 2DA. Any mods that modify the same may not be compatible. This mod adds item texture variations which may overlap with texture variations added by other mods Jedi Master Robe - Texture Variations 20, 21 Special Thanks Fred Tetra for the Kotor Tool Stoffe for TSLPatcher Gimp for being an awesome graphics editor Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 08/24/2026 Category Mods K1R Compatible No  
  17. View File Sith Soldiers Recolored Sith Soldiers Recolored Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SithSoldiersRecolored A Future Pilot released a mod a while back called "Sith Soldier Texture Restoration" that restores the white Sith soldier armor texture. The Wookieepedia article on Sith Troopers lists several types of Sith soldiers that have different armor colors. I like the idea of the Sith soldiers having color-coded armor, so I went through and recolored them based on the article and my own personal preferences. 1) Regular troopers wear silver armor 2) Elite Troopers wear red armor 3) Heavy Troopers wear white armor 4) Grenadiers wear black armor 5) Advanced Troopers wear gold armor (yes, this is a SWTOR reference) Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify all of the Sith Soldier entries in the Appearance 2DA, as well as several Sith troopers throughout the game. Any mods that modify the same may not be compatible. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher A Future Pilot - Sith Soldier Texture Restoration Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 08/24/2026 Category Mods K1R Compatible No  
  18. This is extremely well done. You should be proud of yourself. I created a similar project back in 2024 on https://github.com/oldrepublicwizard/HoloLSP however beyond a simple lever/parser/ with nwscript.nss functions/constants, I never did anything more with the idea. I especially like the Script browser. Do you have any plans to integrate into your Forge project? https://play.swkotor.net/forge Monaco could be used as a lightweight replacement for bloated codium/vscode dependencies. https://microsoft.github.io/monaco-editor/
  19. This is the best head I have ever seen on both kotor 1 and 2 I will be so happy to use this when you get it done 10/10 on this one thx for all your hard work on the others I am using the Asian one you made for my soldier but want this for my smuggler.
  20. "You're strong, baby. But I get out." You see the Malak x Bastila vision.
  21. Yesterday
  22. gj posting StrategyWiki but this is a mod page
  23. The previous version required downloading a non-encrypted swtor.exe which I forgot to mention, I've made this a lot easier now by prepatching the exe for you, sorry for the confusion
  24. Hello everyone! This project started as a bit of brain rot a couple weeks ago. The official KOTOR remake feels lightyears away, so I wanted to see if I could just hack together my own playable version. I pulled the actual voice lines, scripts, and quests from KOTOR 1 & 2, grabbed visuals from SWTOR, and slapped the whole thing into the BG3 / Divinity 4 framework running on 5e rules. Turned out to actually be doable. I’ve got a rough test build running right now that handles combat and dialogue without exploding. Plan is to eventually run both games as one long campaign. A project manager joining me would be absolutely appreciated in helping holding the line, especially when scaling from the current vertical slice into the full long campaign that includes content from both games... I do have some videos as well, but they are on my website because I don't have any presence on the Western internet, and I don't know if it's okay to actually post my website here in this thread (although passive-aggressively it's in my profile). So I'm just gonna hold off for now until I get some sort of an official nod that is safe to do so because I don't want to step on anyone's toes.
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  25. Version 1.0.0

    1 download

    Sith Soldiers Recolored Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SithSoldiersRecolored A Future Pilot released a mod a while back called "Sith Soldier Texture Restoration" that restores the white Sith soldier armor texture. The Wookieepedia article on Sith Troopers lists several types of Sith soldiers that have different armor colors. I like the idea of the Sith soldiers having color-coded armor, so I went through and recolored them based on the article and my own personal preferences. 1) Regular troopers wear silver armor 2) Elite Troopers wear red armor 3) Heavy Troopers wear white armor 4) Grenadiers wear black armor 5) Advanced Troopers wear gold armor (yes, this is a SWTOR reference) Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify all of the Sith Soldier entries in the Appearance 2DA, as well as several Sith troopers throughout the game. Any mods that modify the same may not be compatible. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher A Future Pilot - Sith Soldier Texture Restoration Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  26. Version 1.0.0

    0 downloads

    Bandon Robes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.BandonRobes It annoyed me that Darth Bandon and the Sith Masters have cool armor that we cannot have, especially since Bandon drops a named armor set. Now, the 2DA constraints mean there is no way to get the "Bandon" style armor without losing another type of armor in the game. So, I changed Bandon and the Sith Masters to wear regular robes with a custom texture that imitates their original armors. It deserves to be noted that because he is still an apprentice, the Sith Governor on Taris doesn't have the armor equipped. The Sith Master "armor" is slightly more powerful than normal Jedi Master robes, and can be acquired from the Sith Master in the Rakata Temple. Darth Bandon's named armor set is now a set of Jedi Robes with the same bonuses as his original armor, and includes upgrade capability. Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify Darth Bandon and Sith Master files throughout the game. It also modifies the player and companion entries in the Appearance 2DA. Any mods that modify the same may not be compatible. This mod adds item texture variations which may overlap with texture variations added by other mods Jedi Master Robe - Texture Variations 20, 21 Special Thanks Fred Tetra for the Kotor Tool Stoffe for TSLPatcher Gimp for being an awesome graphics editor Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  27. Version 1.0.0

    2 downloads

    Sith Artifacts Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SithArtifacts Due to expansions in the lore, many of the Sith artifacts don't feel consistent with their namesakes. This mod makes the following changes so the named artifacts on Korriban feel more appropriate for their background: Ajunta Pall's Blade is described as dark and corrupting. Now, it deals Dark Side damage instead of Fire damage. Marka Ragnos was described as both an expert duelist and a master of the Force. Instead of giving the Lightsaber Specialization feat, his gauntlets now regenerate Force Points. Tulak Hord was a master of lightsaber combat, and his mask is described as having an eerie glow. Instead of giving bonuses to Stealth and Fire resistance, his mask now gives the Lightsaber Proficiency feat and a bonus to Charisma. Additionally, its appearance will now match the Sith Mask instead of the Circlet of Saresh. Naga Sadow was a master of casting illusions with the Force. In exchange for dealing reduced poison damage, his Poison Blade now has a small chance to stun enemies. Instructions If you are using ebmar's Ajunta Pall Blade Reskin mod, or The_Chaser_One's Tulak Hord Mask mod, install those first. Copy the contents of the For Override folder into the Override folder. If you have ebmar's mod installed, copy the contents of the "For Override - Ajunta Pall's Blade" folder into the Override folder. If you have The_Chaser_One's mod installed, copy the contents of the "For Override - Tulak Hord's Mask" folder into the Override folder. Permissions Use this mod however you want. Just make sure to credit me. Special Thanks Fred Tetra for the Kotor Tool Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
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