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  2. Yeah, that's a good idea. I'll try that, but I worry it'll mess up my TSCRCM/M4-78 mods and such. Will edit post to say how it goes. Edit: It reacquired 19 files, and now the patcher appears to be working (in the state where it's not showing all patches, like before). It could install the patch without displaying errors. (And if I try loading a save file it's back to the correct UI but Handmaiden is missing.)
  3. KotOR Patch Manager is specific about which game versions and the executables it supports. This is one of the reasons I still keep the PartySwap item as an optional add-on even with the existence of the Full Party Select patch; in case a player is unable to use KotOR Patch Manager and the Full Party Select patch, they still have the PartySwap item add-on to fall back to so they can continue to add Handmaiden to their party after Disciple joins. Can you try to verify integrity of game files of your KotOR 2 game on Steam, and see what happens?
  4. Huh. That's odd. I replaced the executable with the backup of the original, and now the patcher lists more mods. But now it's showing an error that the mods do not support my game version. So I then tried replacing the executable with the original AGAIN, and it started behaving as before; patcher could install mods without error, but as I realized in this brief oddity, it's not actually showing the full patch list. Edit: Tried repeating the process again, and now I'm back to it showing the full list of patches but says it doesn't support my game version.
  5. This means that KotOR Patch Manager does not support the editable executable, so you still need the executable from your original Steam game. Can you restore the original executable and try to apply the Full Party Select patch again?
  6. Today
  7. Done. However when I opened the patch manager for step 5... it says it loaded the patch list but none of them showed up. Even when I tried reselecting the EXE file and patch folder, and using the refresh option.
  8. @NovaPolaris Try these steps: Open KotOR Patch Manager and uninstall all patches with the "Uninstall All" button at the bottom. Make a backup of your game executable (swkotor2.ext). Download KOTOR 2 Editable Executable from Deadly Stream. Replace your game executable with the downloaded one. Open KotOR Patch Manager and apply the Full Party Select patch again.
    The mod is all great but it has bad StreamVoices, what i mean is that it can't work on normal Version of kotor but on legacy version, and on newer PC, the legacy version isn't working so you need to have MP3 voices but gladly there is steamworkshop version that have working Voices so if you would install from deadlystream except streamvoices and install from workshop, you have working game, The fights are very easy even in hard mode, there are some places that are buggy like the companion can see enemy from wall and you need to something do with StreamVoices do let it work. If you want have Kotor 3 than its Very recoomended to play this mod and sometimes it can make you just dissapointed, like there are sometimes nonsense things here, Waring spoilers: Like Exile ignoring that there is Revan literally In the same ship and almost in the same room.
  9. Crud, I missed that! I'm sorry. >_< When I installed it, it said everything installed successfully, no errors, as far as I could see. And just in case, same thing for PartySwap. Appeared to install successfully with no errors.
  10. @NovaPolaris You have not answered this question I asked you: When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully
  11. This is what it looks like for me.
  12. Can you share a screenshot of what your party selection screen looks like in-game?
  13. It's the Steam version. Sorry I didn't think to list that, that's important. >_< (Also I'm not using Steam Workshop mods, already dealt with that in previous troubleshooting.) And yes I did put the file there. That's what I meant about the party select UI working but Handmaiden is missing.
  14. @NovaPolaris Which platform are you playing KotOR 2 on: Steam, GOG or somewhere else? When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully? After applying the Full Party Select patch, did you follow through my instructions by putting the partyselect_p.gui file from the "FullPartySelect additional files" folder of KotOR Patch Manager's patch folder into your KotOR 2 game's override folder? Putting the partyselect_p.gui file in your KotOR 2 game's override folder is required to make the changes made by the Full Party Select patch actually show up in game, and allowing you to see and directly select Handmaiden in the party selection screen after Disciple joins your party.
  15. I'm fairly new to posting here, so I hope it isn't bad to post asking for help like this. >_< Been getting a vexing issue with PartySwap and FullPartySelect, and I still don't know why it's happening despite all the troubleshooting I've done so far. Reinstalled the game and mods (TSLRCM + M4-78, PartySwap, FullPartySelect, as well as Train the Handmaiden and Train the Disciple) multiple times in troubleshooting attempts, and did my best to make sure the install order is correct, but the best I've gotten so far is being able to recruit both Handmaiden and Disciple (they both joined, and are both on the ship and interactable), and getting the party select UI working (making sure the loose file is installed). The problem is that no matter what I do so far, I can't get Handmaiden to show up in the party select, even when it looks like I got FullPartySelect working. I've tried loading earlier saves, such as before recruiting Disciple, but she vanishes from the menu after that too. Please may it not be something like "you have to start a new playthrough".
  16. So, for someone who have problems with this mod, this guide will be probally for only steam users who have problem with Legacy Version or just want to have working mod with Widescreen 1. Have fresh Kotor 2 installed WITHOUT ANY MODS, EVEN WITHOUT TLRSCM 2..Install first this mod from deadly stream, install everything you need EXCEPT StreamVoices 3.Install this mod again FROM WORKSHOP, this two mods should be have same version so it should be compatible If you want to have Atton to your ship you need to have with you Exile when you are talking to him (sorry for late answers) Are you using the SteamWorkshop Version? I install this mod so many times from deadly stream and the only problem i have is StreamVoices He also say to put it in order, are you done this too? (No offense, just a reminder)
  17. This is really clever!
  18. Yesterday
  19. View File Vanilla FX HD Vanilla FX HD upscales the all the original KOTOR FX textures using Topaz Gigapixel x4. Main features Upscaled all (96) FX textures using Topaz Gigapixel x4. Keeps the original vanilla look and style. Improves the clarity of visual effects without changing the overall art direction. Requirements No special requirements. A working KOTOR installation is required. Installation instructions Extract the mod. Place the included files into your Override folder. If prompted to replace files, choose yes. Submitter Saul0097 Submitted 08/06/2026 Category Mods TSLRCM Compatible Yes  
  20. This is a more accurate description # K1SE — KOTOR Script Extender Okay, this one's been a long time coming. K1SE lets your KOTOR 1 scripts do things the base game flat-out refused to allow. If you've ever stared at NWScript wondering why you couldn't just hand a character a feat and have it *stick*, welcome aboard. ## The good stuff **Permanently grant or remove feats.** This is the headline. You write a feat right onto a character and it survives saves and reloads. The base game has no way to ever remove an array feat, and K1SE gives you one. It's a one-way road by design, so mess around with it on a junk save before you trust it in a real mod. **Rewrite skills and saving throws on the fly.** Push a creature's skill ranks around, bump their Fortitude, Reflex, or Will base saves, and it all persists. **KOTOR 2 functions, running in KOTOR 1.** GetFeatAcquired, AdjustCreatureSkills, the whole Modify*SavingThrowBase family. That engine code was sitting inside K1 the entire time. K1SE just calls it. **A real data store.** String-keyed key/value storage you make up as you go, instead of wrestling with the game's handful of pre-declared globals. It lives in memory for the session. Want some integer math helpers? You've got min, max, clamp, sign, popcount, integer square root and power, and a proper Euclidean mod. Quick heads up so nobody yells at me later: KOTOR's NWScript already has bitwise operators (&, |, ^, ~, <<, >>) and sqrt/pow/abs baked right in, so the bitwise wrappers here are pure convenience. The character-writing stuff up top is the real magic. There's also a version check and a diagnostic log, so your scripts can tell whether K1SE is even installed, and so bug reports actually mean something. ## What you need KOTOR 1, the Steam version. That's the whole list. K1SE is a single binkw32.dll you drop in. No launcher, no installer wizard, none of that nonsense. ## Read this part, seriously I've only tested K1SE on the Steam build. When it starts up it fingerprints your game, and if it doesn't recognize what it's looking at, it quietly switches itself off and leaves everything alone. Your saves are safe. That's on purpose. So if you're on GOG, a disc copy, a patched exe, or a localized build, it won't run yet. It'll tell you why in the log. If that's you and you want to help, come say hi on the Discord and send that log over. That's genuinely how the supported list grows. And because it matters: the feat, skill, and saving-throw functions change characters permanently and write to your save. Test on a throwaway save first. I mean it. ## Getting it running (takes a minute) 1. Open your KOTOR folder, the one with swkotor.exe. On Steam that's right-click the game, Manage, Browse local files. 2. Find the binkw32.dll that's already there and rename it to binkw32_real.dll. 3. Drop K1SE's binkw32.dll in its place. 4. Toss kse.nss wherever your script compiler looks for includes. 5. Fire up the game. K1SE drops a log at %LOCALAPPDATA%\KSE\kse.log, and the top few lines tell you if it loaded. ## Links and help Everything (downloads, full docs, the source) is up here: https://github.com/Brotaku-Vengeant/Kotor-Script-Extender-Public- Something broken or acting weird? Post in the Discord and paste your kse.log. It tells us what happened almost instantly. I've had it running for a 7+ hour stretch under constant script hammering with zero crashing or slowdown, so go build something ridiculous with it.
  21. I made a mistake and KOTOR DOES have the ability to make use of bitwise integers. There will be a new update soon.
  22. The first beta version of the Kotor Importer and Level editor has been released for both Maya 2024.2 and 2027.2 It reads your own installed copy of the game, and it never modifies your installation. Download: https://github.com/janglesworthy/KotorMayaImporter/releases/latest (pick the package for your Maya version — 2024 or 2027) What it imports Complete levels in a couple of clicks — rooms with their baked lightmaps, doors, placeables, creatures, grass, water, particle effects, lights, cameras, sounds and more. Characters — any body with a head, weapons in either hand, masks or goggles, correct game textures, skin weights and skeleton intact. NPCs, creatures and droids — browse every creature by name and import it with its full equipment, exactly as the game defines it. Props — static geometry, no invented rig. If the game itself has no authored texture for something, you still get exact geometry plus a warning naming the missing resrefs (nothing is faked). Animations — list every clip a model can play, then bake one to Maya keyframes at 30 fps and play it back. The odd corners too — the swoop/minigame maps keep their track hooks and obstacle placements, and all 20 STUNT/cinematic modules import with their no-model rooms, reference nodes and source emitters preserved. Z-up toggle — flip Maya between its own Y-up and KotOR's Z-up without rewriting your scene. Formats read directly: KEY/BIF/RIM/ERF, MDL/MDX, TPC/TGA/TXI, 2DA/TLK, LYT/VIS/WOK, IFO/ARE/GIT and the UT* template families, plus WAV and KotOR's packaged compressed audio. What it edits Placement — move waypoints, sounds, stores and ground items. Place anything from the asset library with a click-to-drop preview that snaps to the floor you clicked. Container loot — open any footlocker's loot list, add and remove items, and browse the game's entire item library by real name ("Blaster Rifle", not g_w_blstrrfl001) with descriptions pulled from the game's string table. NPC inventory and drops — give a creature items that can be looted from its remains. It works even for creatures that normally carry nothing at all. Item stats — retune Cost, StackSize and Charges on any item in a container. Template fields — a filterable form of every editable field on a template: locks, lock DCs, HP, hardness, tags, faction, creature stats. That's 53 fields on a typical container and 60 on a creature. Save as New Template — save your edited version under a new name without touching anything placed in the world. It then shows up in the asset browser as a placeable library entry, so you can build your own kit of custom chests, droids or NPCs. The tools Window What it's for Level Editor Import a module, see every placed marker as a colour-coded cube, edit placements, drop new objects, export Asset Browser The whole game's template library — 5,000+ entries with 2,400+ rendered thumbnails, search, duplicate grouping and a variant picker Level Outliner Flat searchable list of everything placed in the level, with folders for your own organisation Template Editor Tabbed editor for any asset: properties, editable fields, loot/inventory Item Browser Every item the game can resolve (566 in a stock install) with names, descriptions and editable stats KotOR entries also live inside Maya's own right-click menu, so you can right-click a chest in the viewport and jump straight to editing it. How it stays safe This was the part I cared most about, because a level editor that quietly corrupts a module is worse than no level editor. Your game install is never written to. Exports go to a folder you choose. Putting a change in the game is always a file copy you make, and undo is restoring your backup. Edits never touch shared originals. Change a footlocker's loot and the tool saves a copy of that template under a new name and points only the chest you picked at it. The other footlockers using that template in other modules are untouched — and the editor tells you up front how many placements share what you're editing. Check Changes does a dry-run export and shows you the exact bytes that would differ before you write anything. Everything is verified byte-for-byte. Every write is re-parsed and checked before it's saved, and each editing feature is gated by an independent checker that re-derives the expected bytes from the original game data: 37 checks for container loot, 42 for item stats, 19 for field edits and save-as-new-template, 39 for creature inventories. The Maya 2024 and 2027 builds are also proven to produce byte-identical output from the same inputs. Getting started Unzip anywhere. Drag install.py into the Maya viewport — you get a KotOR menu and a shelf button. KotOR > Level Editor…, point it at your game folder, type a module name (danm13 is the Dantooine enclave) and hit Import Level. There's a TUTORIAL.md in the package that walks a full first session in about 20 minutes and ends with you looting a chest you stocked yourself, inside the game. HELP.md has an FAQ and troubleshooting. uninstall.py removes everything cleanly. Known limitations (it's a beta) Being straight about these: NPCs you add to a level render in game but aren't interactive yet — no dialogue or combat. Retail NPCs, and edits you make to them, work normally. I've traced this to something engine-side at spawn registration and it's still open. Placement editing covers waypoints, sounds, stores and ground items. NPC and door placements are shown read-only for now. Item and creature names, item damage properties, scripts and dialogue aren't editable yet. Triggers, doors, encounters and cameras import and display, but have no editor page yet. KotOR 1 only, Windows only, and it needs Maya (2024 or 2027). Requirements Windows 10/11 64-bit, Autodesk Maya 2024 or 2027, and a legally installed copy of KotOR 1 (GOG, Steam or disc). No game assets are included or redistributed. Feedback very welcome — especially crashes, confusing UI, or modules that import badly. The most useful reports say what you clicked, what you expected, what happened, which module, and your Maya version. This is a fan project, not affiliated with or endorsed by Lucasfilm, Disney, BioWare, Aspyr or Autodesk.
  23. Saul0097

    Vanilla FX HD

    Version 1.0.0

    1 download

    Vanilla FX HD upscales the all the original KOTOR FX textures using Topaz Gigapixel x4. Main features Upscaled all (96) FX textures using Topaz Gigapixel x4. Keeps the original vanilla look and style. Improves the clarity of visual effects without changing the overall art direction. Requirements No special requirements. A working KOTOR installation is required. Installation instructions Extract the mod. Place the included files into your Override folder. If prompted to replace files, choose yes.
  24. Another small update. Drag and drop into map, right click edit properties for chest, add loot, remove loot, export and play
  25. I don't have any kind of access to a computer, and winlator (what I normally use to install mods on mobile) isn't capable of launching saves of the old republic, I can't find anything online that can help me, I just want to add a crossguard saber to my game
  26. Last week
  27. View File Kotor script Extender (K1SE)kse-1.0.0.zip K1SE is a script extender for KOTOR 1, in the same tradition as SKSE, OBSE, and NWNX. It is a DLL that loads with the game and gives NWScript functions BioWare never exposed. You write ordinary scripts, compile them with your normal compiler, and add one include line. This is a tool for mod authors. It does not change anything in the game by itself. On its own it is invisible. BEFORE YOU DOWNLOAD: Steam only, and only some Steam builds Every address K1SE uses was derived from one game executable on one machine. At launch it checks your game against eleven fingerprints, and if they do not match it refuses to install and does nothing at all. GOG, retail disc, localized builds, and anything patched have never been tested. Not broken, just never looked at. That refusal is deliberate. K1SE will not run against offsets it cannot confirm, so it cannot quietly corrupt a save on a build it does not recognize. But it does mean the honest supported list right now is a single build. docs/SCOPE.md in the archive lays out exactly what the evidence base is. WHAT IT ADDS Bitwise and integer math. AND, OR, XOR, NOT, three shift variants, popcount, plus min, max, clamp, sign, Euclidean modulo, integer power, and integer square root. NWScript has no bitwise operators at all, so if you have been faking bit flags with arithmetic, that is over. A key-value store. Set and get strings or integers by string key, test existence, delete. In memory only, cleared when the game restarts, 256 entries. Useful for passing state between scripts inside a session. It is not a save system. Feats, skills, and saving throws. Grant or remove a feat, adjust skill ranks, adjust Fortitude, Reflex, and Will base saves. These write into the character and survive save and reload. Utility. A version check, a build id string, an error code you can read after a refused operation, and a logging call so you can drop your own markers into K1SE's log alongside what K1SE did. Full signatures and notes for every function are in docs/API.md. READ THIS IF YOU USE THE FEAT FUNCTIONS A granted feat is permanent. It is written into the creature's feat array and it survives saving and reloading. KOTOR has no engine path that removes an array feat, so K1SE's remover is the only one that exists, and it persists too. Treat every grant as one-way until you have tested removal inside your own mod. Test on a save you do not care about. The same applies to skills and saving throws. INSTALLATION 1. Open your KOTOR folder, the one with swkotor.exe in it. On Steam: right click the game, Manage, Browse local files. 2. Rename the existing binkw32.dll to binkw32_real.dll. 3. Copy K1SE's binkw32.dll into that folder. 4. Copy kse.nss to wherever your script compiler looks for includes. 5. Launch the game. K1SE writes a log to %LOCALAPPDATA%\KSE\kse.log and the top of it tells you whether it loaded. K1SE forwards every call to the real library, so the game behaves normally whether or not K1SE installs itself. UNINSTALLATION Delete K1SE's binkw32.dll and rename binkw32_real.dll back to binkw32.dll. That is the whole uninstall. The only other thing K1SE leaves is its log folder, which you can delete. THE THING THAT WILL CATCH YOU OUT If K1SE is not loaded, K1SE calls do not throw an error. They silently return zero. That is indistinguishable from your mod being broken. Guard every script that uses K1SE: if (KSE_GetVersion() <= 0) return; Use <= 0 and not == 0. An older K1SE returns a negative number rather than zero, and == 0 would let it through. If a K1SE script appears to do nothing, read kse.log. It is the only place that records whether K1SE loaded and, if it refused, which fingerprint failed. COMPATIBILITY Requires the binkw32.dll slot. If you already run another mod that replaces binkw32.dll, the two will conflict and you will have to pick one. KOTOR 2 is not supported and has not been tested. Stability: K1SE ran for 7 hours 10 minutes under sustained script load without crashing or degrading. That is a run length result, not a leak measurement. No leak measurement has been made. WHAT WOULD HELP MOST One read-only check on a non-Steam install. GOG, retail disc, anything that is not the build this was developed against. More testing on my own machine cannot widen the supported list, because it is the same single witness re-attesting itself. One run on a different copy of the game is the contribution that actually changes what this project covers. Come to the Discord if you are willing. PERMISSIONS MIT licensed. Use it, modify it, redistribute it, bundle it inside your own mod, commercial or not. Keep the copyright notice and license text with it. No permission request needed. SUPPORT Discord: https://discord.gg/EqR7uqQy3f Bug reports, questions, and "it will not work on my copy" all welcome. Attach your kse.log. It answers the did-it-load question in about two seconds. Submitter TheMMN Submitted 08/05/2026 Category Modder's Resources  
  28. View File AxC's Mira/Hanharr - Reputation Over Alignment Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 08/05/2026 Category Mods TSLRCM Compatible Yes  
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