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  2. The mod has been sent for publication.
  3. Today
  4. May I suggest you rename this mod into something else? There already exists a mod called NPC Overhaul and so it'd be very easy for players to confuse the two mods. Here are some possible new name ideas for the mod:
  5. Narve

    Saul Karath Retexture

    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.
  6. Power blast is the one that's non-square so that would track.
  7. View File [TSL] 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  
  8. Version 1.0.0

    16 downloads

    ===================================================== [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.
  9. Yesterday
  10. Saul's looking sharp! Definitely a must have for my umpteenth playthrough. Got to say though: how have you got the GUI so screen-encompassing? The portraits and health/force bars are always tiny for me. Hope its another mod you can share.
  11. Thank you, DarthParametric! I'm confused as to why the old version of this worked, but I love these workarounds.
  12. 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  
  13. 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  
  14. 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.
  15. 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.
  16. Version 1.0.0

    15 downloads

    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.
  17. 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.
    this is nice but break immersion as he drops his battle armor on death and he docent wear it with this mod
  18. 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.
  19. Reviving this thread one more time... I've spent the last 3 weeks making a guide for modding Kotor 1 on the switch, based off of the neocities guide. I got most of the mods to work (including world overhauls!). I also had trouble with animated retextures, really curious why they don't work. I am like 75% through a run, and I'm updating the guide whenever I run into a crash, but it's pretty stable so far. Also I made this small mod for improving some of the icons and UI in the switch version if anyone is interested.
  20. The mod is stuck in moderation.
  21. Last week
  22. The script's OnEnter appears to be: void main() { object trigger = GetObjectByTag("utt_belloq"); DestroyObject(trigger); ActionStartConversation(GetFirstPC(),"unk_belloq"); } So the issue is simple. You're destroying the script owning object (the trigger) while the script it is trying to execute is running. That instantly kills all commands in the script. I would suggest you look at some vanilla trigger OnEnters to get a better idea of how to do this. The two primary approaches are checking and setting a local boolean on the trigger (k_inc_utility has functions for this), or if you want to destroy the trigger either start the convo first and set the destroy on a delay, or signal an external object (invisible placeable typically) and have it fire the convo and destroy the trigger via its UserDefine. The other simple solution is to simply remove the destroy command from the OnEnter and move it to a script on the first node of the conversation.
  23. 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.
  24. 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!
  25. 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
  26. 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.
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