Jump to content

All Activity

This stream auto-updates

  1. Today
    Ok, I hope this helps perfect it because it's a good idea on paper. I'll keep it as "matter-of-factly" as possible. My experience with this mod: My setup already had TSLRCM+M478PE+PartySwap as a foundation already running. I installed this mod, created a fresh, new character to test it out, made it to the Telos Citadel Station, and after the "house arrest" sequence wrapped up and I was free to move, the quest triggers, unknown to me, were compromised. For example: The ambush on Dock Module 126? The 5 thugs that attack you spawned, I fought them and beat them, but the dialogue script failed to recognize the instance, leaving the TSF NPC in an infinite "text box loop" saying "don't let them hurt the droid; the instance didn't close properly and, naturally, the journal quest didn't update. I reloaded a save file just prior to that beat and it played out correctly a second time. When I showed the "modified holdout blaster" to Lt. Grenn to pick up the "suspicious goods" quest? that dialogue with Grenn played normally, however the journal didn't log the "suspicious goods" quest at all. So, the masked thug that's supposed to ambush you in the Entertainment Module immediately after that dialogue didn't spawn. Another tell-tale sign that something was wrong is that the Dobo Brothers' Merchant Room was completely inaccessible: The door would not open, full stop. Also, one of the doors to the cantina turned into a "one-way" exit. You could exit out of the cantina through it but not go back in. The other door worked fine. And for some reason, some NPCs appeared with no head whatsoever, (though I'm uncertain of this last bit is related.) To solve these problems on my setup, I purged my game's Override, performed a Steam Integrity Check, and re-installed all my mods in the proper order, except this one. I hope this helps you perfect it. EDIT: To be clear, I don't use the Steam Workshop for anything whatsoever; I only use Steam to launch the game. All my mods were installed through their respective standalone TSLPatcher executable.
  2. I'm having the issue as well but i don't have any other mods installed
  3. Thank you so much for the recent patch, but I'm afraid there's another issue: when using the most recent Russian localization, KMRP installer doesn't recognize exe file as editable, I guess because the localization edits it itstelf, and the Russian localization is not the only one that suffers from it. Don't know if you'll do something about it, but I'm pinning a link to the localization installer just in case. Thanks! https://www.rpgnuke.ru/wp-content/uploads/KotOR_Rus_Allard_1.72.rar
  4. View File Goto's Yacht Model Fixes Goto's yacht has numerous model issues, including holes open to space, doors which visibly clip through walls, and rooms that disappear when you walk too far away. This pack fixes many of these issues, bringing the yacht to a quality level suitable for a wealthy Exchange boss. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Run "INSTALL.exe" for this mod, and follow the prompts. It is normal to see a warning that 351nar.mod already exists and has been skipped. 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 is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is also compatible with "TSL Backdrop Improvements" by Kexikus (https://deadlystream.com/files/file/949-tsl-backdrop-improvements/) as well as mods that reskin the yacht. It is not compatible with mods which edit the same area models. For best results, this mod requires a save from before boarding the yacht. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR K-GFF 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 Thanks to Snigaroo for requesting a fix for the holes in the yacht's bridge, which kicked off this whole exercise. ------------------------------------------------------------------- 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. Material from this mod may be used as the basis for mods which make additional edits to the same area models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Submitter WildKarrde Submitted 10/15/2026 Category Mods TSLRCM Compatible Yes  
  5. View File TSL Miscellaneous Model Fixes This mod contains fixes to various models from throughout the game. There is no particular theme to these fixes, which cover elements from nearly every planet. Please see below for a full list. Separate from the model fixes, I have also provided an additional option adds scripting to open the roof of the Telos underground base's hangar before departing. This is not strictly a fix because the game already included scripting to open the roof...but it happened as the player boarded the shuttle to leave, so even with the fixed animation, there was no opportunity to see the result. This option changes the timing so that the roof opens when the player unlocks the doors with the hangar console. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- LIST OF FIXES GENERAL - plc_jnkswpb1, plc_jnkswpb2 - Corrected the crashed swoops' windscreen texture to match the non-crashed swoops. PERAGUS - dor_per02 - Corrected mirrored texture coordinates on one side of one door panel. TELOS - 202tel12, 202tel13, 222tel12 - Corrected typos in the hierarchy which caused overlapping windows to flicker. - 232tel14 - Fixed a broken animation for the hangar roof to open. Note that the "Telos Hangar Roof Change" option is also required to showcase the result in-game. EBON HAWK - 950cori - Filled a blank doorway during the post-Telos cutscene. NAR SHADDAA - 301narm - Assigned the correct Ebon Hawk textures during Kreia's telepathy cutscenes. - 304nar13 - Filled a missing Ebon Hawk corridor while Kreia teaches the player Force Breath. - 306nare - Filled a gap between the entry corridor's floor and wall. KORRIBAN - 701kore - Filled a gap in the face of one of the tombs which was visible as the camera panned across the Valley of the Dark Lords. DANTOOINE - 650dan_03 - Filled a hole in the tree stump in the enclave's central courtyard. HK FACTORY - 298telp, 299teld, 299telm, 299teln - Resolved overlapping geometry in a console which appears in multiple locations. - 299telh - Filled a gap in the front of the elevated control platform. Also fixed a gap and overlapping geometry at the central door's frame. - 299telq - Resolved overlapping geometry and walls misaligned with the edge of a platform at the back of the factory space. MALACHOR V - 902malc, 902malj - Grounded some floating rocks. ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Copy all files in the "MAIN INSTALLATION" folder to your game's Override folder. If asked, confirm to overwrite 299telq.mdl. If you would like to use the option to open the Telos hangar's roof before you leave, open the folder "OPTION - Telos Hangar Roof Change" and run "INSTALL.exe". It is normal to see a warning that 232tel.mod already exists and has been skipped. ------------------------------------------------------------------- UNINSTALLATION Delete the files from the Override folder. The "Telos Hangar Roof Change" option cannot be easily uninstalled, but deleting 232tel14.mdl/mdx will effectively disable the roof animation. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is compatible with texture reskin mods. Several of these fixes are already included in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). If you are using that mod, install it after these fixes, and allow it to overwrite the conflicting files. This mod is incompatible with any other mods that edit the same area files. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview by ndix UR NWNSSCOMP by Torlack and 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 299telq.mdl includes edits made by the TSLRCM team. Thanks to DarthParametric for identifying the broken animation in 232tel14 and how to fix it. Thanks to Snigaroo for identifying the gap in 306nare. ------------------------------------------------------------------- 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. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission. Submitter WildKarrde Submitted 10/15/2026 Category Mods TSLRCM Compatible Yes  
  6. View File Female scout uniform The mod replaces the PFBBM01 model and textures. To Install 1. Download: PFBBM01 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 10/14/2026 Category Mods K1R Compatible Yes  
  7. View File High Resolution KotOR Logo (2k) Hello everyone! This mod replaces the default KotOR logo in the main menu and on the loading screens with the official, high-resolution version from the press kit. Submitter FF97 Submitted 10/13/2026 Category Skins K1R Compatible Yes  
  8. How do I install the 1.5.1 patch after having further modded my game? I'm having issues installing the patch to fix the cutscene bug from 1.5.0. The launcher recognizes the older version but runs error boxes for the further texture mods I've incorporated when I select "restore original." I'd like to avoid going through these errors one at a time to find what conflicts just to get the cutscenes running properly again.
  9. Version 1.0

    7 downloads

    Goto's yacht has numerous model issues, including holes open to space, doors which visibly clip through walls, and rooms that disappear when you walk too far away. This pack fixes many of these issues, bringing the yacht to a quality level suitable for a wealthy Exchange boss. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Run "INSTALL.exe" for this mod, and follow the prompts. It is normal to see a warning that 351nar.mod already exists and has been skipped. 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 is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is also compatible with "TSL Backdrop Improvements" by Kexikus (https://deadlystream.com/files/file/949-tsl-backdrop-improvements/) as well as mods that reskin the yacht. It is not compatible with mods which edit the same area models. For best results, this mod requires a save from before boarding the yacht. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR K-GFF 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 Thanks to Snigaroo for requesting a fix for the holes in the yacht's bridge, which kicked off this whole exercise. ------------------------------------------------------------------- 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. Material from this mod may be used as the basis for mods which make additional edits to the same area models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.
  10. Version 1.0

    6 downloads

    This mod contains fixes to various models from throughout the game. There is no particular theme to these fixes, which cover elements from nearly every planet. Please see below for a full list. Separate from the model fixes, I have also provided an additional option adds scripting to open the roof of the Telos underground base's hangar before departing. This is not strictly a fix because the game already included scripting to open the roof...but it happened as the player boarded the shuttle to leave, so even with the fixed animation, there was no opportunity to see the result. This option changes the timing so that the roof opens when the player unlocks the doors with the hangar console. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- LIST OF FIXES GENERAL - plc_jnkswpb1, plc_jnkswpb2 - Corrected the crashed swoops' windscreen texture to match the non-crashed swoops. PERAGUS - dor_per02 - Corrected mirrored texture coordinates on one side of one door panel. TELOS - 202tel12, 202tel13, 222tel12 - Corrected typos in the hierarchy which caused overlapping windows to flicker. - 232tel14 - Fixed a broken animation for the hangar roof to open. Note that the "Telos Hangar Roof Change" option is also required to showcase the result in-game. EBON HAWK - 950cori - Filled a blank doorway during the post-Telos cutscene. NAR SHADDAA - 301narm - Assigned the correct Ebon Hawk textures during Kreia's telepathy cutscenes. - 304nar13 - Filled a missing Ebon Hawk corridor while Kreia teaches the player Force Breath. - 306nare - Filled a gap between the entry corridor's floor and wall. KORRIBAN - 701kore - Filled a gap in the face of one of the tombs which was visible as the camera panned across the Valley of the Dark Lords. DANTOOINE - 650dan_03 - Filled a hole in the tree stump in the enclave's central courtyard. HK FACTORY - 298telp, 299teld, 299telm, 299teln - Resolved overlapping geometry in a console which appears in multiple locations. - 299telh - Filled a gap in the front of the elevated control platform. Also fixed a gap and overlapping geometry at the central door's frame. - 299telq - Resolved overlapping geometry and walls misaligned with the edge of a platform at the back of the factory space. MALACHOR V - 902malc, 902malj - Grounded some floating rocks. ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Copy all files in the "MAIN INSTALLATION" folder to your game's Override folder. If asked, confirm to overwrite 299telq.mdl. If you would like to use the option to open the Telos hangar's roof before you leave, open the folder "OPTION - Telos Hangar Roof Change" and run "INSTALL.exe". It is normal to see a warning that 232tel.mod already exists and has been skipped. ------------------------------------------------------------------- UNINSTALLATION Delete the files from the Override folder. The "Telos Hangar Roof Change" option cannot be easily uninstalled, but deleting 232tel14.mdl/mdx will effectively disable the roof animation. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is compatible with texture reskin mods. Several of these fixes are already included in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). If you are using that mod, install it after these fixes, and allow it to overwrite the conflicting files. This mod is incompatible with any other mods that edit the same area files. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview by ndix UR NWNSSCOMP by Torlack and 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 299telq.mdl includes edits made by the TSLRCM team. Thanks to DarthParametric for identifying the broken animation in 232tel14 and how to fix it. Thanks to Snigaroo for identifying the gap in 306nare. ------------------------------------------------------------------- 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. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.
  11. Look in the background to the right, near the player, those 3 crate placeables are also three times bigger than what they are in the base game (they can be found on Kashyyyk). I believe the Vulkar Garage level has the massive crates as part of their "module model" too. I'm sorry, the Ebon Hawk is the game's all-encompassing what? I suppose the developers thought the same thing and improved upon the model, the same cannot be said about speeders and the Iridorian model you can see in this same screenshot - those appear unchanged even in this early demo. And look at the hands, the final version has them wear gloves whereas here you can see white flesh. I suppose they couldn't set it up properly as you can see the player character is clearly using the Mace Windu style head. I restored something similar in my RC-K1CP mod wherein I removed the gloves from the Commoner clothing as there were a few left over textures without the gloves. That would be the player character, a lot of the K2 beta screenshots have K1 players wearing K1 robes as the K2 heads and robes weren't ready yet.
  12. Yesterday
  13. That's a rhetorical question? Of course I know this video. I even mentioned it in one of my previous posts. One random thing I noticed after 15+ years of playing this game: There is a person wearing Star Forge Robes in the default loadscreen for 002EBO.
  14. I sent ebmar a link to your post on Discord. However, when trying to get attention of someone who has been gone awhile, it's always a good idea to tag them too. Hi @ebmar!
  15. Version 1.0.0

    14 downloads

    The mod replaces the PFBBM01 model and textures. To Install 1. Download: PFBBM01 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.
  16. They almost look like Revan's lightsaber from SWTOR. Wonder if that lightsaber was partially based on these models and the Temple of the Ancients on Lehon.
  17. Thanks for responding! Glad to hear that! Looking forward to your update on this mod!
  18. Pretty nice! I didn't know of the mod that turned them red, but I'm glad to see they're now purple again. I mean the backstory for them is they're from the fallen Jedi of the Mandalorian Wars, right? Wouldn't make much sense if their blades were as red as a Laigrek's eye.
  19. Sorry for bumping this ancient thread, but would it be okay if I use these models in an upcoming mod? I mean, the Pilot/Rider, not the whole swoop mesh.
  20. Hey! I’m glad you like the mod. Yes, I plan to make a HoloPatcher version once I’m done with the stuff I’m working on right now, since it’s long overdue. As for the double-bladed red lightsaber, I removed it because I couldn’t give it to Traya without conflicting with several other files of the same name, which soft-locked the game. I pulled it after I got a report that someone near the end of the game couldn’t progress past the Telos Academy. Back then, I didn’t fully understand how Override files interact with same-named files in each module. That would’ve been avoided if I’d used HoloPatcher from the start, but skill issue. Since then I’ve learned how to handle it properly, and I’ll re-include the red lightsaber as an optional install.
  21. Thank you for bringing these to my attention! I also use K1CP, so I suspect that's not the only reason these happened to you, but I will see if I can find a potential cause and put together fixes.
  22. I also want to add two tiny issues I found (though my playthrough is modded to hell and back, so IDK what causes it). First, I have an issue where on the first phase of BoS. When the player awakens on the Orion, the standard KotOR opening crawl plays beforehand and the cutscene with the Rodian doesn't trigger properly (can be triggered manually), and the opening crawl also plays when returning to the larger section (forgot what it's called, the one where the bridge and the crew quaters are located). Second, the dancer sidequest where Shadow acts the part of a dancer for the Czerka Leisure Officer has an issue where the dialogue with the bounty hunter Roosh vanishes and freezes before the final confrontation with him - basically making it so that you're stuck in the dialogue with no way to advance. I suspect that it's caused by another mod, though, possibly K1CP, but it's still something I thought I'd mention for the purpose of compability.
  23. Have you seen the video? Also, do you plan on releasing the mission skin?
  24. Last week
  25. Hello folks! I'd like to formally put out a request to have the castability (? streamability?) of the game, specifically KotOR 2, looked at and hopefully patched! Some background on the issue: attempting to stream KotOR 1 and 2 via programs like Discord and/or OBS is immensely challenging, at least while using the Snigaroo's mod builds. Streaming/recording results in either intense choppiness in the streaming program, or even a failure to render the game correctly in both the streamer and the game itself (an example of this happened today, where my KotOR 2 was visible on my screen while it was not in OBS; the mouse cursor however was visible in OBS, while it was not on my main screen with the rest of the game). Historically, the only way to work around this was 1) stream the entire window/screen as opposed to just the game, and 2) to force the game into windowed mode via the .ini and make some alterations to the .exe through Windows (disabling fullscreen optimizations, setting it to run in Win XP SP3). As of yesterday, using the mod builds with KPM and Scaled Kotor, I was able to get KotOR 1 to stream in fullscreen (while streaming the whole screen)! I believe that the Movies Patch*, Borderless Fullscreen Patch, and the Alt Tab Patch may also play a part in making this functional. However, KotOR 2 remains unstreamable, even with the edited .exe to allow it to utilize the Movies Patch (*which, as I'm writing this, suggests that that is ruled out as part of the solution for the 1st game). So I'd like to request that we put a lens on this to try to resolve it once and for all! I don't have the knowledge or the tools to develop a mod like this on my own (at least not right now), but I do have the means and the time to assist with troubleshooting and testing, and I'm more than eager to lend a hand in the service of fixing this!
  26. The final color scheme may vary.
  1. Load more activity
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.