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So I decided to hop on the band wagon and I've released the work I did on Bao-Dur's sacrifice in the form of an addon to this mod. My mod takes place on Malachor V and it adds the "make my sacrifice" matter line to the end of the hologram sequence, I think it will pair well when installed with this mod.
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View File Bao-Dur's Sacrifice A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 05.10.2025 Installation: It is strongly advised that you install the Bao-Dur's Departure mod beforehand. Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic. Description: This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator. That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II. This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter. I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc. Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line. The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Sith Holocron: For providing the filter on the audio lines. WildKarrde: For making the Bao-Dur's Departure mod! ElevenLabs Website: For the custom AI VO service! Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/04/2026 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
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A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 05.10.2025 Installation: It is strongly advised that you install the Bao-Dur's Departure mod beforehand. Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic. Description: This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator. That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II. This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter. I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc. Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line. The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Sith Holocron: For providing the filter on the audio lines. WildKarrde: For making the Bao-Dur's Departure mod! ElevenLabs Website: For the custom AI VO service! Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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Looking at the Extended Enclave DLG for that scene (pcdead_ebo2.dlg in 020EBO), it looks like Bao-Dur's lines there are the same as TSLRCM (krehand1.dlg in 650DAN): For my mod, I repurposed the lines from the scene while reading the party's mind on the way to Malachor (pcdead2.dlg in 003EBO): I edited pcdead2.dlg to remove those lines, so there shouldn't be any duplicates of those lines. If there are, then they already would have been duplicating pcdead2.dlg. Please let me know if there's another instance of those lines that I'm missing, though.
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dodrarikaan started following MOD:Swap Jolee and Bastila Classes , MOD:Repair Gloves , MOD:Albino Kath Hound Armor and 7 others
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I am going to uninstall my mods and try again, if I still have issues I will give you the list. I believe it is because I deleted some of the files from the character resolution mod not knowing which ones to delete so I could see my dark harbinger mod. The bodies were invisible and the computer was invisible.
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I was referring to the Party Mind reading scenes after the Enclave scene. After the Jedi Masters die and/or the Exile "die" the party can have their minds read, Bao-Dur included - which the Extended Enclave mod further elaborates on. Regardless, I shall go through and correct the Extended Enclave Tweaks mod. I do believe that mod adds a new module which is where its new vision dialogues have been moved too. I'll remove Bao-Dur's lines and, in the readme, recommend players use this mod in addition to the Extended Enclave mod.
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Good point, that’s another way you could look at this mod (or at least Option A). Thanks for pointing that out. It doesn’t look like the Unofficial Patch modifies any of the galaxy map scripts, so it arguably shouldn’t matter if you install it before or after this mod. But yes, that would also be compatible with this mod.
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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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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
- Last week
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Version 1.0.0
18 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.