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MOD:Handmaiden and Female Exile - Disciple and Male Exile Romance
Leilukin replied to Leilukin's topic in Mod Releases
Yes, you can romance both Handmaiden and Atton in the same playthrough without issues. As you have noted, jealousy would not be an issue, since in the vanilla game, Atton is meant to be a romance option for female Exiles only, while Handmaiden for male Exiles only, so the dialogue and cutscenes about their jealousy only happens with Handmaiden vs. Visas and Atton vs. Dicsiple specifically. (Worth noting that I also have a No Jealousy Lock in Handmaiden Dialogue so you can still talk to Handmaiden even if she gets jealous of Visas) -
KotOR Blender Texture Swap script
vault13deathclaw commented on EwokKotor's file in Modder's Resources
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View File High poly PFHB05 The mod replaces the PFHB05 model and textures. To Install 1. Download: PFHB05 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 09/25/2026 Category Mods K1R Compatible Yes
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View File Force Lightning Is Dangerous | TSL Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [TSL] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [TSL] Submitter J Submitted 09/25/2026 Category Mods TSLRCM Compatible Yes
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View File Force Lightning Is Dangerous | K1 Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. Unfortunately k1 only has one item while K2 has plenty. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [K1] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [K1] Submitter J Submitted 09/25/2026 Category Mods K1R Compatible No
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- 7 comments
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- sith marauder
- sith lord
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(and 5 more)
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- Yesterday
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Friends of KotOR and TSL modding: I have extended my renovation of Edge Of Darkness mod into next year, and I have set the exact date of an alternate new release. The date is February 1st. What to expect: AI voiceovers. An after ending chapter of the game. A surprise ending that is variable on a player choice. And if I can, I'll spread LS and DS points across all party members. There is an intro sequence for each planet explaining the mission that will be redeveloped. At least one landing zone NPC for every planet. A main quest in addition to planet quests. And a set of side quest, ideally one per planet.
For now and for the entirety, EOD is a secret project. I cheated for a few years with the open source demo. My hat is off to all of you, Wizard, Thor, N-DReW, and Sith Holocron specifically have been incredibly helpful to reach this present state of affairs.
See you all in 2027
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- 7 comments
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- sith marauder
- sith lord
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Version 1.0.0
10 downloads
The mod replaces the PFHB05 model and textures. To Install 1. Download: PFHB05 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. -
Nice work, yeah, might be worth testing if Synchro's patch for Kotor Patch Manager fixes this in k1. Some of the shaders are long broken, and it's possible that on period correct hardware this actually worked differently. If you port to K2, to work in the Aspyr version you'll have to have my bump map fix, otherwise bump and normal maps simply don't work.
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Hi, where can I find the fixed version of PFHC03 for the K1?
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Stardust13 changed their profile photo
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Version 1.0.0
3 downloads
Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [TSL] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [TSL] -
Version 1.0.0
2 downloads
Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. Unfortunately k1 only has one item while K2 has plenty. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [K1] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [K1] -
The next big project was a retexture of the Ebon Hawk’s exterior hull. Looking at the vanilla one was genuinely painful, and the existing retextures didn’t really improve the situation. I really wanted to bring its appearance closer to this: https://www.artstation.com/artwork/GXwXyB Because in my game I’ve replaced the original cutscenes with several very beautiful ones that use this model. And the model itself is just awesome! But I immediately ran into the problem that the UV layout was completely unsuitable - a lot of overlapping, and many areas of the texture were shared between completely different parts. And… I went down the wrong path. I found the "v_ehawk" model in the game files and started fixing the UV unwrap. I did everything properly: separated the overlaps, made the areas that are visible up close when you walk around the ship larger. Texture in 4K. I was even about to start editing vertices and adding polygons. But then I discovered that none of my changes were visible in the game at all. I spent several days scratching my head, thinking I was exporting the model incorrectly somehow. Of course it turned out to be much more mundane - the model I was editing had nothing to do with the ones that appear on the landing pads on different planets. I have no idea where the game actually uses it - probably in some cutscenes? What we see on the landing pads and in the docks is part of the area, not a separate model. And if I want to edit it, that means editing the entire area - which automatically means incompatibility with any other mod that also edits that area. So I sulked a bit, complained a bit, and decided for now to limit myself to pure texture work. But then another “brilliant” idea struck me - we don’t look for easy ways, right? Realising that adding polygons wasn’t going to happen, I wanted to add a normal map, inspired by my previous experience with the Twi’lek head. I thought, at least it won’t be a flat picture stretched over polygons, there will be some relief. I also spent a long time on the texture itself, adjusting it so that the overlapping UV pieces still looked decent… It was challenging to strike a balance between the desire to match the reference and the limitations of the existing UV layout. I hope the result turned out well. I wanted to make 8K textures, but the engine was clearly starting to struggle when loading areas, so I settled on 6K. But with the bump I was in for a fiasco. Actually, I could have suspected something when looking at the original game files - there was no bump specified in the .txi files at all, even though bump maps were provided for every texture. Why do they exist? I still don’t know the answer to that question. Interestingly, the engine did react to the presence or absence of the bump map - the shaders changed and the image looked different. But the actual content of the bump map didn’t affect anything. For the experiment I tried both a completely flat solid “blue” bump map and an extremely contrasty one amplified 15× during conversion to TPC. There was zero difference. After quite a long series of experiments with different bump settings, .txi options, and the alpha channel of the main texture, I finally found the answer — and I’m sure it has been discussed somewhere on this forum, I just never came across it. On area objects the lighting is almost completely baked into the lightmap. Dynamic bump (the kind that reacts to real-time light direction) barely shows up at all. Especially if the lightmapped flag is enabled on the mesh. I looked into the node of the long-suffering ship, and sure enough, there it was: As an experiment I turned off the lightmapped flag. And to my astonished eyes this is what appeared (the bump map at that moment was the extreme one) — view with caution! 🤣 Of course it’s pure horror, some kind of Dark Side of the Force visions. 😁 So I don’t know whether to include these normal maps in the mod release for the textures where the ship is part of the area. Are they needed? Probably not. For the model that isn’t part of an area - apparently the one used in some cutscenes - I will of course add the bump. Might be useful. A few nice pictures: All that’s left is to add the texture for the upper hull (roof) model that is used in the mini-game where you shoot down fighters, and touch up small details here and there. And then the mod can be released.
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Hi, I can make the hd icon packs and portraits optional in the next update And yes I am releasing full native controller support with rumble on the next update, that works even on 800x600
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- Last week
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View File High poly PFHB03 The mod replaces the PFHB03 model and textures. To Install 1. Download: PFHB03 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 09/23/2026 Category Mods K1R Compatible Yes
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View File High poly PFHB04 The mod replaces the PFHB04 model and textures. To Install 1. Download: PFHB04 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 09/23/2026 Category Mods K1R Compatible Yes
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View File Level cap 20 Stop leveling at level 20 Exp needed to level up increased Tested with : Snigaroo's Kotor 2 mod build Normal difficulty LS Guardian/Weaponmaster Planet order : Dxun -> Nar Shaddaa -> Dantooine -> Korriban -> Onderon Notes : Only used Kreia when it's required (so not a lot of exp bonus) Level 15 on Goto's Yacht, skipped some side quests (Handmaiden Battle Circle, Mandalorian Battle Circle) and accidentally triggered Nar Shaddaa "endgame" before doing stuff in Refugee Sector Level 20 on Korriban Was not any harder or easier I would say Only 5 level in Prestige class, kinda weird Install : Put the exptable.2da into the override folder Submitter gougougagak Submitted 09/23/2026 Category Mods TSLRCM Compatible Yes
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View File Portraits Remade | TSL 200+ portraits to replace party and player portraits. 5 stage lightside/darkside transition restored. Install - extract the .TPC files to the game's override folder - the optional portraits.2da file enables 5 stage lightside/darkside transitions, copy it to override. How Were These Made Kotor Blender and ImageMagick. I will be releasing the scripts to easily generate matching portraits. Blender and KotorBlender plugin will need to be install but the portrait generation process does not require blender knowledge. Submitter J Submitted 09/24/2026 Category Mods TSLRCM Compatible Yes