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Apparently I am doing this again. After roughly ten years away from these projects, I have decided to return to both Duel Room Final for KOTOR and Ultima Duel Room for TSL and give them proper final releases. A lot happened in the KOTOR modding scene while I was gone. So before I start rebuilding everything in isolation, I want to see what the people who kept this scene alive for the last decade have made. If you released a mod, asset, fix, character, armor, weapon, texture, animation, script, gameplay system or anything else that you think would fit naturally into one of the Duel Rooms, show it to me. If it makes sense for the project, I am interested in integrating selected work directly into the new releases with the author's permission and full credit. I am not going to silently rip content out of other people's mods. If something is included, the author will know about it. The original Ultima Duel Room was already built this way to an extent. A lot of people contributed scripts, items, robes, testing, ideas and technical help to it, and I would rather continue that tradition than pretend the last ten years of KOTOR modding did not happen. I am also interested in people who want to contribute something specifically for the new versions. It does not have to be a long-term collaboration. One enemy, one item set, one script, one fix or one completely unreasonable idea is enough, if it belongs there. I have also seen that some people fixed or maintained parts of my old mods themselves while I was gone. I want to hear from you too. If you solved something the original releases got wrong, I would rather look at your solution than unnecessarily reinvent it. The target is a proper final release for both projects in early 2027. Duel Room Final: TSL - Ultima Duel Room: Current work and releases: NarzelithOfficial's Profile - Nexus Mods
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Hello there, I use Deadly stream semi-regularly to keep of with kotor modding things. I noticed that after the redesign the site became borderline unusable for me. With extreme stuttering when trying to scroll down the page. I finally got around to profiling the issues today. I am on Firefox, I typically run with the config `layers.acceleration.disabled = true`, which disabled a lot of the hardware acceleration. For 99% of website this isn't a problem. However, Deadlystream seems to rely and the render pipeline HARD, such that when I would access the site with that setting, my CPU would jump to 100%. I was rasterizing at 2560×1440 with 1.25× scaling (about 4.6 million pixels) at 60 fps. A tough job sure, but nothing a modern CPU shouldn't be able to handle. Looking into the profiling results I had several findings: It would seem the entire viewport is getting re-rasterized on every scroll. Freeing basically all of the picture cache tiles. Scrolling should translate cached tiles, not redraw them. Something is killing WebRender's tile cache completely. The layout is also being flushed every frame from what I can tell. In my 7 second profile I saw around 304 reflows (40+ per second). Something in the JS handling scrolling is not behaving here This seems related to however the scroll bar is handled. To recreate: Using a recent version of Firefox Open `about:config` in the search bar Find the `layers.acceleration.disabled ` setting, and set it to true Load up Deadlystream and attempt to scroll
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cookiecatcrumbs joined the community
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Apparently, I left this thing sitting at 1.2 for ten years while the old WIP thread still says that 2.0 was supposed to be the real finished version. Fair enough. I should probably finish what I started. Thank you to everyone who downloaded, played and remembered Ultima Duel Room after all this time. This project was much larger than the K1 Duel Room even back then, with 340+ opponents already in the public build and a ridiculous amount of unfinished work planned beyond it. I am not promising that I will blindly implement every idea my younger self wrote down in 2016. Some of those ideas deserve to stay in 2016. But I am coming back to the project, cleaning it up properly, finishing what still makes sense, and giving TSL - Ultima Duel Room a real final release soon. You kept it alive for ten years. I can at least close it properly. I am much more active on Nexus these days, so if you want to follow the rebuild and my current projects, you can find me here: NarzelithOfficial's Profile - Nexus Mods
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Steage joined the community
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Well. I did not expect to log into this account more than a decade later and find people still playing this. I have read through the comments, including the work some of you did yourselves to fix old problems and keep your own working versions alive. I genuinely respect that. This was made by a much younger version of me, and seeing people still care enough about it to repair it instead of simply throwing it away deserves a proper response. So, thank you to everyone who played it, kept it, fixed it, or came back to it over the years. Especially to you: @EbonHawkStowaway999 As a small return for that, Duel Room Final is not going to remain abandoned in its 2015 state. I am coming back to it for one last development pass, and I intend to release a proper new final version soon. I will take the old bugs, compatibility problems and the useful work the community has done since I disappeared into account when I rebuild it. I am much more active on Nexus these days, so if you want to follow the rebuild and my current projects, you can find me here: NarzelithOfficial's Profile - Nexus Mods
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I've just updated the mod and I did have a look into the Duros installer and, unless I fixed it months ago and forgot I fixed it, I don't think this bug still exists. Installing the GOF mod, I got the intended Duros appearance in the Taris Apartments: I did name this update 1.3.1 instead of 1.4.0 for the following reasons: 1) Maybe I'm wrong and this bug you guys have been experiencing might be the cause of an incompatibility I am not yet aware of. 2) This mod was in need of an update. That is why not all of the Twi'lek screenshots were made. 3) I have a backlog of heads that need to be implemented and since that'll take time I decided it's best to give a small update now and have the rest added in later. I'll see about adding these fixes in one of the next updates too. As of 1.3.1, I think there might be a bug wherein Malare's clothing uses the default potato sack style outfit instead of intended K2 style ragged outfit. If anyone spots that let me know and I'll try to have it fixed for the next update.
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Ambra joined the community
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Natural Law started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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Thanks! Here is this mod: https://www.playground.ru/star_wars_knights_of_the_old_republic/file/star_wars_knights_of_the_old_republic_sovremennyj_interfejs_dlya_razresheniya_1920x1080-1235278 But we (Etienne76 & Narve) have made some minor corrections while integrating this mod to our mod collection.
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eletanias joined the community
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fleger started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity and Saul Karath Retexture
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bigliquid joined the community
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spencerdiaz started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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Kotor 1 Modding Guide for Nintendo Switch
JCarter426 replied to VeSeeker's topic in General Kotor/TSL Modding
Power blast is the one that's non-square so that would track. -
JediNoon joined the community
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HeadlessZombie started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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View File [TSL] Lily's NPC Overhaul - HD Models & Added Diversity ===================================================== [TSL] NPC Overhaul - HD Models & Added Diversity ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: NPC_Overhaul.zip Latest Version: 1.0 --- 1. DESCRIPTION: Tired of nearly every basic human NPC looking the same? This mod overhauls the human NPC (commoner) appearances in KotOR II. Heads: - Tweaks several of the models to adjust hair and fix some UV mapping. - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones. - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads. - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him... Clothing: - 11 updated clothing texture sets for the standard male and female commoner outfits. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 2 installation options. - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances. - Clothing: includes 11 updated clothing textures for both male and female NPCs. These two options are independent and can be installed in either order, or separately. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances. Compatible with TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you! https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1 https://deadlystream.com/files/file/2516-npc-clothing-m/ https://deadlystream.com/files/file/2515-npc-clothing-f/ - Vurt - Some of the clothing textures - redrob41 - Original model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK. Submitter Lily Submitted 08/26/2026 Category Mods TSLRCM Compatible Yes
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Lily started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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Version 1.0.0
26 downloads
===================================================== [TSL] Lily's NPC Overhaul - HD Models & Added Diversity ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: NPC_Overhaul.zip Latest Version: 1.0 --- 1. DESCRIPTION: Tired of nearly every basic human NPC looking the same? This mod overhauls the human NPC (commoner) appearances in KotOR II. Heads: - Tweaks several of the models to adjust hair and fix some UV mapping. - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones. - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads. - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him... Clothing: - 11 updated clothing texture sets for the standard male and female commoner outfits. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 2 installation options. - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances. - Clothing: includes 11 updated clothing textures for both male and female NPCs. These two options are independent and can be installed in either order, or separately. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances. Compatible with TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you! https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1 https://deadlystream.com/files/file/2516-npc-clothing-m/ https://deadlystream.com/files/file/2515-npc-clothing-f/ - Vurt - Some of the clothing textures - redrob41 - Original model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK. -
Chaser11 joined the community
- Yesterday
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hoj joined the community
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Tdoty25 joined the community
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MISTER_D joined the community
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Thank you, DarthParametric! I'm confused as to why the old version of this worked, but I love these workarounds.
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View File Saul Karath Retexture A small mod that improves the textures for Saul Karath. His model is so low-low-poly that I felt like I was retexturing characters for Pirates of the Caribbean once again.😆 Unpack and copy all files to the Knights of the Old Republic's Override folder. Submitter Narve Submitted 08/26/2026 Category Mods K1R Compatible Yes
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View File PFHA03 DP The mod replaces the PFHA03 model and textures. Thanks to DarthParametric, without him this mod would not have seen the light of day. To Install 1. Download: PFHA03 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 08/22/2026 Category Mods K1R Compatible Yes
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Kotor 1 Modding Guide for Nintendo Switch
VeSeeker replied to VeSeeker's topic in General Kotor/TSL Modding
For that mod it worked normally except using power blast would either crash the game, or the shots would be invisible. Switch is really finicky about model changes sometimes. -
Kotor 1 Modding Guide for Nintendo Switch
JCarter426 replied to VeSeeker's topic in General Kotor/TSL Modding
Very interesting, nice work. I suspect the problem you are running into for mods like my Blaster Visual Effects is due to the textures not being square, and that may be the case for other mods on the list. I don't know why that would be the case, though—whether it is an issue with Switch or something went wrong when converting to TPC. I was planning to update this mod sometime soon anyway so maybe we can resolve the issue with the new version. -
I realize this is very niche, but I made a guide for modding the switch version of Kotor 1, based off of the neocities guide. Hopefully it saves someone the 3ish weeks it took me. If anyone is interested, I'm going to try to get the neocities guide for Kotor 2 to work on the switch sometime in the next couple months.
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fleger started following Nemo's Timely Departure
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vorynsdagoth started following Effix
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I suspect this is due to the issue with replacing textures in general that I ran into, LayeredFS doesn't provide a clean way to invalidate files for modding, and the retexture they did on the switch port adds additional complications, if you look at my retexture mods for switch, you might be able to make them work by mirroring what I did there. I don't remember offhand.