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WildKarrde started following MOD:Bao-Dur's Departure
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I haven’t tested all of those, but I don’t see anything in them that would conflict, so I think they should all be safe. Thank you! I actually relocated those lines from the cutscene where you hear the party’s thoughts while traveling to Malachor (and edited that scene accordingly), so there shouldn’t be any overlap with the Enclave sequence, unless they were already duplicates. Are you maybe thinking of Bao-Dur’s “I need to do this or I will die inside” lines from that cutscene?
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Fantastic Work! An important thing of note though, some of the Bao-Dur lines that take place "within the Exile's head" actually appear in the Enclave sequences in TSLRCM (I am 90% certain) and the Extended Enclave mod (100% certain). I shall do you a solid though, as I am the developer of the Extended Enclave Tweaks mod I shall remove Bao-Dur's lines from the Enclave sequences for you when I get the chance.
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If we were to ignore the intended premise of the mod this mod is essentially the "Restore Malachor V to the Galaxy Map" mod? I'm not saying that's a bad thing if that's the case, I've been waiting for this to be properly restored for a long time and the fact that you managed to do a two-in-one mod (restore the galaxy map and the re-equip party for Malachor) only makes it better! There is another mod you might wish to add to this list. You may or may not know this, but M4-78EP 1.5 is in a fairly broken state. That is why the M4-78EP Unofficial Patch mod was made to make it playable with as few bugs as possible.
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Hey Wilde Karrde. Interesting mod! Question: Other than the PartySwap, (the Patch version without the PartySwap item), I have the following mods installed: The Unofficial TSLRCM Tweak Pack, (only components 1, 2, 3, 5, and 6), the KOTOR 2 Community Patch, GenoHaradan Legacy mod, the Extended Enclave mod with the Extended Enclave Tweaks installed along, the TSL Expanded Ending, the Train the Handmaiden mod, the Coruscant Jedi Temple mod, and the "Kreia's Fall Cutscene (In-game)" mod. Any one of these have the files that you listed are incompatible with your mod here?
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Leilukin started following Bao-Dur's Departure
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Okay, finished my playthrough and I have the following additions: Verbal gets some high-quality droid gear he can't even use. I need to double-check if we get to keep these items, but if so I intend to get rid of them When we fight Solomon in the Temple of Shadow, he has a TON of health, especially considering his multiple phases. I intend to reduce those number significantly. There are a number of changes I plan to make to Akirakon Sin's final battle. For starters, he is very powerful. It might be just that his equipment is too strong, but I suspect I will reduce his stats. I will also look at removing Force Stasis and reducing his Stun resistance As strong as he is, in the final 2 fights his minions can be just as dangerous. Rather than weaken them tho, I think first I want to try setting Akirakon to neutral so he cant fight you until youve cleared out his minions. On a related note, the dialogue boxes really interfere with the gameplay. I'm thinking of restructuring those fights entirely: when you start, Akirakon will give the first dialogue as part of the initial cutscene, then the fight will start. He will be stuck in neutral and invincible, so you'll have to focus the minions around him. When they're gone, he'll have a cutscene to give the second dialogue (if there is one), then lose his invincibility and finally become hostile. I found a couple other points where scripts are broken (see Bug Fixes #14 above). Fortunately, it looks like recompiling the source scripts and inserting them in made that easy. At Malachor V, some of the Mandalorians can be glitched so they dont turn hostile. I'll review those scripts later to find a fix Some of the files didn't properly extract when I unzipped the files from 1.5. Some of these are voice files, which we kinda need. I'm going to make a list of items and see if an older copy of the mod is more cooperative, then add a patch to install those files. Speaking of dialogue, some of Kobayashi's prison dialogue may have broken branch paths. I'll investigate this when I review the dialogue as a whole. I didn't mention this one earlier, but when I re-balance the Revan we fight in pt 1, I was planning to make them lv 5 in all 3 Jedi classes, as a nod to the fact that there is no canon class for Revan. To maintain this mystery, and to be consistent with the comics, I intend to make Revan's lightsaber purple instead of blue After Solomon saves Kobayashi, there is a long pause in darkness. I may shorten this so it doesn't leave us wondering if the dialogue has broken
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View File Equip Party for Malachor After the Dantooine Enclave sequence, there are very few opportunities to change your party's equipment before arriving on Malachor V. If you are like me and regularly unequip your party's gear to keep it available, you may then find that your companions unwisely attempt to fight Darth Traya armed with nothing but their fists. This mod makes it so that you return to the Ebon Hawk after finishing the Ravager sequence, giving you the opportunity to select your party's gear for the Malachor cutscenes. It also modifies the "traveling to Malachor" cutscene so that Atton does not appear if he has left with Kreia because of jealousy over the Disciple. This mod comes in two versions which affect how the galaxy map behaves when you travel to Malachor: - OPTION A (Limited Galaxy Map): Displays the full galaxy map, including Malachor. All planets are visible, but you will only be allowed to select Malachor as a valid destination. - OPTION B (No Galaxy Map): Does not display the full map and instead offers a dialog option confirming whether you are ready to go to Malachor. Malachor's appearance is therefore not revealed until the Ebon Hawk arrives there, as in the vanilla game. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using any of the mods noted in the "Compatibility" section below, install them first. Afterwards, navigate to the folder for either Option A or B, run "INSTALL.exe", and select the Typical Installation option. After the installation is complete, if you are using "Coruscant Jedi Temple" by deathdisco and/or M4-78 Enhancement Project, rerun "INSTALL.exe", and select the appropriate compatibility patch. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). If you are using any of the following mods, they must be installed prior to this mod: - TSLRCM - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/) - M4-78 Enhancement Project by zbyl2, DarthStoney, and Hassat Hunter (https://deadlystream.com/files/file/277-m4-78-enhancement-project/) - Coruscant Jedi Temple by deathdisco (https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/) - Jedi Temple Expansion by HK42 (https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/jedi-temple-expansion) - Coruscant - Jedi Temple Compatibility by Hassat Hunter (https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/) This mod is not compatible with any mods which add new planets to the galaxy map other than those listed above. It is compatible with mods which only edit the locations of the planets on the map. This mod is incompatible with mods other than those mentioned above which edit the following files: - a_901jump.ncs - a_escape_851.ncs - tr_leave_ehawk.ncs - a_galaxymap.ncs - k_sup_galaxymap.ncs It is incompatible with mods which overwrite pcdead2.dlg in 003ebo.mod. It may be compatible with mods which edit pcdead2.dlg in place if this mod is installed first. It is compatible with Extended Enclave (https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/), which edits a file called pcdead2.dlg in a different module which does not conflict. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 2DA Editor by VarsityPuppet TalkEd by stoffe Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thanks to Snigaroo for inspiring this by requesting a mod to allow the player to equip the party before the endgame Thanks to deathdisco and Leilukin for granting permission to include modified versions of scripts from their mods for compatibility. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author. Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission. Assets containing work by other authors also require the permission of those authors. Submitter WildKarrde Submitted 10/01/2026 Category Mods TSLRCM Compatible Yes
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View File Bao-Dur's Departure One of the many threads left hanging by KOTOR 2's incomplete ending is that Bao-Dur mysteriously disappears just before the Battle of Telos with very little indication of what might have happened to him. This mod attempts to fill the narrative gap with a pair of cutscenes showing Bao-Dur accompanying HK-47 to the Telos underground base and retrieving data from the Republic's database while HK-47 continues alone to the HK factory. It also adds a brief cutscene after the battle showing him staying behind on Citadel Station as the player departs. If the player does not rebuild HK-47 or if the HK factory is not located, essentially the same scenes occur but without HK-47. I have taken some general inspiration from KOTOR 2 writer Chris Avellone's comments on Bao-Dur's intended fate, but I have chosen to go in a different direction with much of it. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using any of the mods noted in the "Compatibility" section below, install them first. Afterwards, run "INSTALL.exe", and select the Main Installation option. After the installation is complete, if you are using my mod "Equip Party for Malachor, rerun "INSTALL.exe", and select the option for the compatibility patch. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). If you are using any of the following mods, they must be installed prior to this mod: - TSLRCM - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/) - Equip Party for Malachor by me (https://deadlystream.com/files/file/3128-equip-party-for-malachor/) - Any other mods which overwrite pcdead2.dlg in the module 003ebo.mod.(*) This mod is incompatible with mods other than those mentioned above which edit the following files: - a_221load.ncs - a_901jump.ncs - a_escape_851.ncs - a_hand_pc_end.ncs (*)This mod may be incompatible with mods which alter pcdead2.dlg significantly compared to the TSLRCM version. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 2DA Editor by VarsityPuppet SithCodec by JCarter426 Reone Toolkit by seedhartha Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thanks to N-DReW25 for suggesting that I might try addressing Bao-Dur's fate in some fashion. Thanks to Leilukin for granting permission to include modified versions of scripts from PartySwap for compatibility. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author. Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission. Assets containing work by other authors also require the permission of those authors. Submitter WildKarrde Submitted 10/01/2026 Category Mods TSLRCM Compatible Yes
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View File Rise of the Liberator Rise of the Liberator Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.RiseOfTheLiberator Within the world of Kotor, there are hints that the Mandalorians are stirring, that a new Mandalore is rising to claim the mantle after the fall of Mandalore the Ultimate. Now, with Rise of the Liberator, that mystery has a name and a face. Face the Mandalorians of Kotor as you haven't faced them before, with new types, new equipment, new maps, and a mighty foe waiting for you at the end of the galaxy! This mod adds 2 new maps to the Rakata homeworld, where a new Mandalore and a small army of Mandalorians wait for you. Additionally, Mandalorian encounters throughout the game hint at the rise of this new Mandalore, transforming the Mandalorian experience into a proper sub-plot. Encounter new Mandalorian types, each with a unique armor that comes in both heltmetless and helmeted versions, and face the final boss to claim a very special weapon. Instructions Install BoS:SR (https://deadlystream.com/files/file/761-brotherhood-of-shadow-solomons-revenge) Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod should be compatible with the Jagi Mandalorian and Sherruk with Lightsabers mods. This mod uses GFF and overrides to modify the following characters and items. Any mods that modify the same may not be compatible: Bendak's Blaster dan14ac_mand04 in danm14ac (one of Sherruk's cronies) tat18_ in tat_m18aa (one of Jagi's minions) tat_thug3 in tat_m18aa (the GenoHaradan Mandalorian) kas25_mandcomm in kas_m25aa (the Mandalorian Commander in the Shadowlands) kas25_mandalor03 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor04 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor06 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor07 in kas_m25aa (one of the Mandalorians in the Shadowlands) mikastore in korr_m33aa (Mika Dorin's merchant inventory in Dreshdae) g_mandalor004 in unk_m41ad (the Mandalorian Captain on the Rakata homeworld) m41ad.git in unk_m41ad (the map for the area around the Ancient Temple on the Rakata Homeworld) mand_armor_red (the Mandalorian Scout Armor in BoS:SR) g_a_class9004 (the unused Mandalorian Heavy Armor item) g_a_class9010 (the Mandalorian Assault Armor item) This mod adds item texture variations which may overlap with texture variations added by other mods D9 Heavy Armor - Texture Variations 21, 22, 23, 24, 25, 26 Lightsaber, Shortsaber and Doublesaber - Texture Variation 21 Lightsaber Crystal - Texture Variation 22 Special Thanks Fred Tetra - Kotor Tool tk102 - DLG Editor, K-GFF Stoffe and Fair Strides - ERFEdit Fair Strides - MdlOps Stoffe - TSLPatcher ndix UR - TPCView SilverEdge9 - Brotherhood of Shadow: Solomon's Revenge Vriff and Synchro - Kotorblender 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 10/01/2026 Category Mods K1R Compatible No
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View File Swap Jolee and Bastila Classes Swap Jolee and Bastila Classes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.SwapJoleeAndBastilaClasses It occurred to me that Bastila's and Jolee's classes don't make a lot of sense for them. Jolee is an ex-Padawan who has tried just about every career path in the galaxy. Meanwhile, Bastila is a (relatively) sheltered Jedi prodigy with unique Force powers. This mod swaps their classes, and it slightly modifies their stats and abilities. I didn't change their starting lightsabers to ensure compatibility with any mods that modify those lightsabers. Instructions If you have any mods that modify Bastila's and Jolee's character files, such as offthegridmorty's "Bastila Has TSL Battle Meditation", install those first Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify Bastila's and Jolee's classes and abilities. It may overwrite any changes made to these files by other mods, but it should be compatible with any mods that don't have any overlapping changes on these files. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher 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 10/01/2026 Category Mods K1R Compatible No
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View File High poly PFHC04 The mod replaces the PFHC05 model and textures. To Install 1. Download: PFHC05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 10/03/2026 Category Mods K1R Compatible Yes
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View File High poly PFHC04 The mod replaces the PFHC04 model and textures. To Install 1. Download: PFHC04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 10/02/2026 Category Mods K1R Compatible Yes
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Jerft joined the community
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Version 1.0.0
13 downloads
The mod replaces the PFHC05 model and textures. To Install 1. Download: PFHC05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
I talked about this briefly on Discord, so I thought I'd make a proper thread for discussion. Like most Kotor Modded players, I LOVE Brotherhood of Shadow. Its complexity, its story, the amount of stuff you can do and find, everything about it is wonderful. But nothing in life is perfect; over the last few years since I got into modding, I've gathered a list of changes I think would make the mod better. I can roughly split them up into these categories: Balance Patch - Many of the fights, enemies and items in the mod are extremely powerful compared to the rest of the game. Personally, I like it when mods are a little more consistent with the game itself. Currently, I plan to make BoS (pt 1) a Level 16 difficulty, since the earliest you can do it is right after Leviathan, and BoS:SR (pt 2) a level 18 difficulty (presuming you do it after completing all the Star Maps). Bug Patch - The mod runs pretty well for how big it is, but even with the 1.1 patch there are various bugs that warrant review, some of them game-breaking. Dialogue Patch - I feel like some of the dialogue is extremely long compared to the base game, and I would like some options that give better expression of character. There's also a couple of typos I would like to fix. Miscellaneous Patch - This would be an umbrella of various changes that I think would improve the quality of the game, but aren't necessarily meant to "fix" anything. I'm currently replaying the mod with the latest 1.5 version of the mod to make a fresh list of bugs and points of improvement. I intend to put together a list of changes I want to make and why, and I'm hoping others will post any changes they'd like to see, as well as input on posts I make here. Happy modding! Here is a list of changes I've noticed so far and what I plan to do about them: Balance Patch Gear and loot throughout the game is almost universally over-powered, from custom weapons surpassing the best in the game to the Orion's crew casually walking around with Baragwin Assault Blades. For the non-custom loot, I plan to reduce the volume of loot (you'll still make tons of money selling this stuff), and for custom items I plan to adjust them to be about as strong (or a little weaker than) the best equivalent item. For example, the Seer Robe will be re-statted and re-priced to rival the Qel-Droma robes. Speaking of custom robes, I think it would be cool if the colored robes were more unique from each other, with different effects and bonuses. I also think that, rather than get them all from a footlocker, it would be good if you had to buy them (reduced price to account for their reduced quality, of course). Instead, the footlocker could give the Red/Yellow robes that Shadow wears during the Mandalorian Wars, which I will likely stat to be a little weaker than the colored robes. I feel like some kind of time skip between part 1 and part 2 would make sense and give us more time to spend with Shadow. So, I plan to modify the trigger script for Shadow's vision to require that we have all 4 star maps. That way, we theoretically get 1 full planet to spend with her before we part ways. The Akirakon clone fight is way over-powered. I know you only need to beat one of them, but that doesn't mean much when all 10 of them charge in and destroy half your HP in a single turn. Revan and the Dantooine Jedi Masters MIGHT need to be weakened slightly. A lot of the fights in this game are clearly statted on the assumption that you are running a generic Jedi build (some of us actually LIKE using armor). I plan to re-stat Shadow so she's a lv 10 Guardian/lv 3 Sentinel when you meet her. This will improve her combat prowess to balance some of the fights that are just you and her, and it makes sense for her backstory. The Sith Chastiser and Exeden Rar MIGHT need to be weakened slightly for a 2-person party. That depends on how much stronger Shadow is based on the change above Telana's stun abilities make her fight very dangerous considering how much damage she is capable of. Still need to redo this (see Bug fixes #14), but the Mandalore fight is super hard, and its geared for you to specialize in robes and 1 lightsaber. In addition to a nerf, I'm thinking one of the nearby crates could have a bunch of custom gear to let you customize your build (heavy armor, blasters, etc) Might need to nerf Solomon in final battle with player Many of Akirakon's minions in his final battle are too powerful (seriously, the entire crew could body you without him), and his use of stun abilities is very dangerous for how lethal he is. The five second timer to escape Verbal is very short if you dont have force speed. Luckily it is very easy to increase the wait time between "seconds" Bug Fixes Some of the appearance IDs in the mod are hard-coded, so if another mod is installed first, the game won't work. I don't plan to fix this, and will simply enforce that BoS should be installed before other mods. BoS uses a lot of custom placeables, so any mods that also do this will cause a break due to the game's built-in ID limit. Fortunately, you can bypass this bug entirely by running a patch in KPM (https://github.com/LaneDibello/Kotor-Patch-Manager) When you fight the Exchange aboard the Orion, there's this one swoop placeable I wanna remove. You can easily force push one of the thugs behind it, making them impossible to reach for melee combat. There are a lot of graphics issues surrounding Shadow and Kobayashi's gear. If I give them both unique feats that the player and their crew can't access, I can lock their gear so only they can use it. Additionally, I plan to make the Telana robes a disguise item that change Shadow to use a 2nd, near-identical appearance row. That way Shadow can use Revan-style robes normally. I want to make Shadow's lightsaber non-upgradeable so it doesn't break if you try to upgrade it. I'll also make it unique to her (see above) Almost every instance of ray effects are super loud and drown out dialogue. I'm hoping I can reduce their noise, but I may end up shortening their duration. I need to test if this is still possible, but you could stun the Warden at the end of pt 1 so he couldnt push you away to trigger the final cutscene In Shadow's Taris vision, you can glitch the cutscenes so they don't trigger properly. There is also a glitch where there are 2 of her in the final cutscene. The trigger for Kobayashi's barfight cutscene is kinda hard to hit. Probly just need to adjust its size and position. Not sure if this is a bug, but in the sewers, most of the triggers only fire if the player walks through them, as opposed to a companion. In the residential level, if you position one of your party near the exit door, you can bypass the trigger that spawns all the crazy czerka thugs If you have shadows turned on, there's multiple spots in the tunnels that will crash the game if you look at them wrong. I plan to just replace the custom map with the default Korriban tunnels map. It won't have the same ambience, but it will retain the structure and it won't crash. There is a glitch in the Telana fight where you only make 1 attack even if you have multiple weapons or use flurry. The scene transition after you fight Solomon the first time in the Temple of Shadow can break, causing the next scene to not trigger properly and make advancement impossible. This is blocking me, so I will be fixing it before I can go deeper. Not sure if this has been fixed, but Mandalore's armor didn't have a female texture. I have a drafted fix for this. In the final battle with Akirakon, his dialogue bubbles can interfere with the player's attempts to make attacks. Unclear if this is a bug that can be fixed, or if the enemies should be weakened to compensate for it. Dialogue Changes I said this already, but a lot of the dialogue is extremely long and often multiple responses mean the same thing. This is partly because the plot has to move in a specific direction, but I think there's room to give the player more creative choice AND to make the reading pace more consistent with the rest of the game. Would like an option to NOT kick the mechanic's droid at the start of the mod Typo in the Warden dialogue as well as the item description for droid parts. Might be others as well (still need to look more closely) I feel like Deacon's speech should be more egotistical, seeing as he's a Hutt Miscellaneous I would like if Vandar just disappeared without brandishing a lightsaber I made a mod that converts Bandon and the Sith Masters to wear Jedi robes that have been retextured to match their original outfits. I could see doing the same to Akirakon Sin, and making those robes available in the non-canon chest. I'd like if the Sith Chastiser and other custom Sith wore regular sith robes I kinda want to make it so headgear shows up on Shadow when she wears it If you refuse Akirakon Sin's power, it'd be cool if you inherit his will instead (custom item or ability that increases your resistance to Force or something) A fast-travel option to return to Dreshdae would be nice Considering swapping the Mandalore gear and Sith gear between Deacon's rewards and the non-canon chest
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Terminal on Peragus near the first repair bench
WildKarrde replied to Pancake's topic in Mod Requests
I saw you also commented on my Peragus medbay mod (https://deadlystream.com/files/file/2513-peragus-medical-bay-enhancement/?tab=comments#comment-16205), so I presume that’s the one you mean? My mod shouldn’t touch the computer terminal, though, so I doubt that’s what’s causing your issue. As Sith Holocron said, a full list of other mods you’re using might help pinpoint the problem. -
Dathomir Expansion — A New World for TSL [WIP]
Gaak78 replied to ShaolinGhost's topic in Work In Progress
Not going to lie I *love* the color pallete at the gorge. The twisted green and brown landscape with the reddish sky. Its a great blend of Legends Dathomir and the "canon" Dathomir. Intrigued on the story concept idea, two companions is definitely a daunting challenge. I do wish one day a mod to explore Nhilius more but the concept of Kreia walking on the earth of the Witch planet is so intriguing. Also that AI test is phenomenal great job here @ShaolinGhost! Look forward to your progress on this project and seeing the rest of your vision. Personally dont think you should stray from your visual presentation on this planet (which legit looks like one that Bioware would have made back in the day) -
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PyKotOR is GPL-3.0 licensed, your post specifically mentions deriving your code from PyKotOR, you are legally obligated to license your work under GPL-3.0 and include the license in your work. At the moment, it does not appear you have done so.
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https://pixeldrain.com/u/58qa8CZG https://www.virustotal.com/gui/file/db3448fde5bbe279d34c6f60f52f61cc4a75e86824d6bc90977e1789d4e3f6b2?nocache=1 Keys Click-Select G-Move R-Rotate F-Focus selection CtrlD-Duplicate Del-Delete CtrlZ-Undo WASD-Fly ↑↓←→-Fly with arrows V-Walk in first person QE-Down / up T-Top view O-Select objects L-Select rooms AltClick-Pick a room once Esc-Deselect Placement Drag the arrows to move it inside the room. Meshes below it move too. Collision lives in the room walkmesh and does not follow. Turn Model Replace hides this mesh and puts a model in its place, with the same position and facing. OPEN to Suggestion on features ------- Kotor Model Viewer 1.4 - Etherael https://pixeldrain.com/u/t1nwyPVU https://www.virustotal.com/gui/file/a3faf4989f6611148bf3b181e516b55ebd1711a2ba6d9b37f8298e0c85c39ec7?nocache=1 Copyright (C) <2026> <Etherael> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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Version 1.0.0
15 downloads
The mod replaces the PFHC04 model and textures. To Install 1. Download: PFHC04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
Terminal on Peragus near the first repair bench
Sith Holocron replied to Pancake's topic in Mod Requests
Can you link to that mod? And could you list all of your mods? -
My terminal is gone, I believe it's the better medical room mod but I am unsure. Can anyone give me a file replacing the what used to be terminal so I can progress and play the game? I fixed it, the bench is invisible but I can access
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I am missing the computer in the beginning paragus sequence I am trying to progress through Pelagus, but I can't get past the first part because there is no terminal. I believe it is this mod, I am unsure how to install it or to even get the computer back. Could someone help? I know this is a lot to ask, but could you add a patch or send me a file that has the computer terminal there? I cant get the plasma torch to progress never mind, kreia and the bodies are invisible too. this whole small area is effed idk whats wrong I tried removing some parts and I have a frankenstine