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  1. Today
  2. Nice! They look incredible.
  3. Maybe I'm stupid, but I downloaded the KPM master from GitHub, downloaded the launcher for Windows, used the "Patches" directory from the 'master' folder, I see the grass and texture files in the folder, but it's not loading in the launcher directory. How did I mess this up?
  4. View File [TSL] Immersive TSL Maps [TSL] Immersive TSL Maps AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 GAMES: Star Wars Knights of the Old Republic II Description: This will be a longer description. Buckle up. I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it. Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.) While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point. Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.) Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about. Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project. I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well. My Workflow: For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod. I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone. To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome? Installation: If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder. Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the files you’ve added in Installation instructions. Thanks: N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback. P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps. Submitter Sith Holocron Submitted 08/13/2026 Category Skins TSLRCM Compatible Yes  
  5. Yesterday
  6. Version 1.0.0

    3 downloads

    [TSL] Immersive TSL Maps AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 GAMES: Star Wars Knights of the Old Republic II Description: This will be a longer description. Buckle up. I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it. Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.) While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point. Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.) Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about. Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project. I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well. My Workflow: For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod. I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone. To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome? Installation: If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder. Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the files you’ve added in Installation instructions. Thanks: N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback. P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps.
  7. The description More precisely, I did 2 things recently : - moved some stuff to the compatibility section for lazy people who don't want to read everything. - mentioned Shae's pazaak mod, which makes our opponents' start sometimes instead of us always starting first (it's a very innovative and wanted mod so I thought it was worth putting in there with Easy Pazaak and Balanced Pazaak).
  8. In that case, no, I will not implement such an option, because by the time you complete the quest to build a lightsaber with Bao-Dur, you can no longer loot any individual lightsaber components, including color crystals, on their own, in the game, with few exceptions like the Onderon palace museum. Instead, your loot will be an entire lightsaber with random lightsaber type (single-bladed, oduble-bladed or short lightsaber) with color crystals built into the lightsaber. The entire point of this mod is to eliminate the restriction of having to rely on loots and RNG to get more lightsabers in the style you want, so waiting until you get another color crystal to get another lightsaber, even as an optional component, defeats the point of this mod. It's also redundant since by the time you unlock the option to create more lightsabers at the workbench in this mod, you can only loot entire lightsabers with color crystals built-in, instead of individual color crystals, so you might as well just quick save and quick reload to roll for a lightsaber loot in the style you want.
  9. That's an engine limitation due to how globals are defined. People playing that much Pazaak is an extreme edge case, so not something K1CP will address.
  10. Not sure if it counts as a bug, but I haven't found it anywhere else. Kudos's pazaak counter breaks after playing 128 games. After playing 128th game, his dialogue changes and the option to play pazaak moves from the first level of his dialogue tree: (Well, nice to see you again. Would you like another game? You've proven your skill, and I like being challenged.) 1. Let's have a game to the second level of his dialogue tree. (Hello again. What can I do for you? As I must have said, I'm no hunter like the others here.) 1. I want to ask about Pazaak > (What did you want to talk about? Would you care for a game?) > 2. Let's have a game The stake also resets from 500 (with this mod) to 75, and stays like that forever for a very long time, even if you win 4 or more games with this stake (tested it by playing 9 more games after that, increasing the global counter to 137 games). So, he kinda starts treating you always like meeting you for the first time. Ways to reproduce: either play with him 128+ pazaak games (like I did. I just love Pazaak, I like winning big, and I probably have too much time on my hands) or use KotOR SaveGame Editor to change in the savefile the value of: Globals > Numerics > tat_fazzpazzstate to 128 or higher. I haven't tested how this works in an unmodded game. My guess is that the same thing happens there, except that the stake resets from 50 to 75 rather than from 500 to 75. If I understand correctly, this variable effectively wraps modulo 256. At 128 it becomes -128, then 129 becomes -127, 130 becomes -126, etc. I tested this a bit further. If tat_fazzpazzstate is changed to 262, Kudos treats it as game/state #6 and proposes a 200-credit bet, using his second-tier deck. If it's changed to 264, he brings back the 500-credit bets. That seems consistent with 262 wrapping to 6 and 264 wrapping to 8. If that's indeed what's happening, perhaps there is a relatively simple workaround: once Kudos reaches his final permanent Pazaak state, tat_fazzpazzstate could simply stop increasing and remain at 10 (or whatever exact value represents his final state). There doesn't seem to be any gameplay reason to keep counting games after that, since from game 11 onwards his deck, dialogue and stake no longer progress further. For compatibility with saves where the counter has already overflowed, perhaps the script could also check for a negative tat_fazzpazzstate and reset it to the final state value. So, for example, an overflowed value such as -128 would be normalized back to 10 instead of making Kudos treat the player as a novice again. Not sure how feasible that is with the existing scripts, but it seems like it could avoid the overflow without needing to change the global variable type itself.
  11. Last week
  12. Say, what was updated/changed on July 21st?
  13. Hello, I m trying to use the fps limiter fix, is there a version of it for the Patcher? Applying the 4 bytes fix make the .exe unrecognizable from the Patcher.
  14. Kätzchen

    Kaevee the Twi'lek

    Glad to see that such a mod exists tbh
  15. I just made another playthrough and sided with Azkul and his mercenarys. The mercenarys mention that they are in league with a powerful organisation and when Azkul makes you his offer, he can reveal that he is hired by the Exchange. This doesn't really make much sense however, because G0-T0, if on the Ebon Hawk, will disapprove of the mercenarys taking over Dantooine and views them as a source for instability. Now I dunno how far advanced the new GenoHaradan update is by the time I am typing this but I wonder if it would be possible to have Azkul's employer be the same one that also hired the GenoHaradan to kill the Jedi. Thus making Azkul part of a rivaling faction and giving the GenoHaradan a more larger presence throughout the game as well.
  16. Hi all, I recently released an alpha version of NWScript Workbench, a new VS Code extension for working with NWScript. The goal is to provide a more complete NWScript development environment directly inside VS Code. You can write .nss files with syntax highlighting and IntelliSense, navigate includes and symbols using normal VS Code features like Go to Definition and Find References, and compile directly to .ncs without needing a local copy of nwnnsscomp.exe. The compiler side of this is handled by a separate project, nwscript-wasm. I ported the public NWScript compiler released by Beamdog on GitHub to WebAssembly, which allows the compiler to execute directly inside the VS Code extension host rather than shelling out to a native executable. That makes the compiler portable and OS agnostic, but it also means the extension works in VS Code for the Web. You can open vscode.dev, install NWScript Workbench, open a workspace, and write and compile NWScript entirely from the browser. There is no native compiler installation required at runtime. The extension currently includes things like: NWScript syntax highlighting and engine-aware IntelliSense signature help and API documentation pulled from the active nwscript.nss Go to Definition, Find References, and include navigation .nss → .ncs compilation through WebAssembly compiler diagnostics directly in the editor recursive #include resolution compile-on-save and configurable optimization levels support for custom and project-specific nwscript.nss language specifications NCS hex viewing and side-by-side disassembly a Script Browser for searching the decompiled KOTOR and TSL script sources maintained by the KOTOR Community Patches project support for desktop VS Code, vscode.dev, github.dev, Codespaces, and other compatible web extension hosts I intentionally kept the WASM compiler and VS Code extension as separate projects. The compiler isn't tied to VS Code and can be used by other JavaScript or TypeScript projects that need to compile NWScript. This is still an alpha, so there is plenty left to improve, but it has gotten to the point where I wanted to start getting it into people's hands and getting feedback from people who actually work with NWScript. NWScript Workbench is available through the Microsoft VS Code Marketplace: https://marketplace.visualstudio.com/items?itemName=KobaltBlu.nwscript-workbench You can also build and install the VSIX yourself from the source. NWScript Workbench Extension: https://github.com/KobaltBlu/nwscript-workbench-vscode-ext NWScript WASM Compiler: https://github.com/KobaltBlu/nwscript-wasm If you try it out and run into problems, or there are features you would like to see added, feel free to open an issue on GitHub.
  17. I mean an optional component were having at least one color crystal in your inventory is required to build a lightsaber using the workbench. Sry. Should've been more precise 😅
  18. No that shouldn't be an issue at all. That's not how it works. Bro I've been modding this game for 2 years I know what I'm doing lol. That's very weird since streamvoices is just the folder for the dialog sound files but ig I'll try anyway next time I want to get back to this mod. Thanks for the tip.
  19. @Lily Thanks for pointing this out. I'll upload a new version.
  20. That's what I assumed, but had to ask! Thanks.
  21. The regeneration on the Ebon Hawk option means that green zeroes pop up every time it attempts to heal you even if you are full health. It's pretty annoying, but thankfully it's a pretty easy script change to get it to stop. // m_htb_ebohealer // offthegridmorty void main () { //Heal all the party members and PC object oTarget = GetFirstObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); while (GetIsObjectValid(oTarget)) { string sTag = GetTag(oTarget); if ((sTag == "Atton") || (sTag == "BaoDur") || (sTag == "Disciple") || (sTag == "G0T0") || (sTag == "Handmaiden") || (sTag == "Hanharr") || (sTag == "HK47") || (sTag == "Kreia") || (sTag == "Mand") || (sTag == "Mira") || (sTag == "Remote") || (sTag == "T3M4") || (sTag == "Visas") || GetIsPlayerMadeCharacter(oTarget) || GetIsPC(oTarget)) { ** if (!GetIsInCombat(oTarget) && GetCurrentHitPoints(oTarget) < GetMaxHitPoints(oTarget)) { int nCon = GetAbilityModifier(ABILITY_CONSTITUTION,oTarget); if (nCon < 0) { nCon = 0; } int nHeal = 1 + FloatToInt(0.5*IntToFloat(nCon)); effect eHeal = EffectHeal(nHeal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); } } oTarget = GetNextObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); } }
  22. Add what option? I explained in the comment you quoted that if you install my mod, after you complete the quest to have Bao-Dur build a lightsaber, when you use the workbench to create a new lightsaber, the workbench will allow you to choose any lightsaber crystal color you want. What option are you asking me to add exactly?
  23. Lily

    TSL Restored Content Mod

    I encountered a bug when training Bao-Dur to become a Jedi before obtaining a lightsaber. The placeholder that you spawn for him in the training scene is never removed and remains on the Ebon Hawk. Looks to be a pretty simple script fix. a_noremotefix.nss just needs an extra line void main() { DestroyObject(GetObjectByTag("naked_fakpc", 0), 0.0, 0, 0.0, 0); + DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025))); } Looks like this may be an issue in a_remotetrain.nss as well based on this post. void sub2() { SetGlobalFadeOut(3.0, 0.5, 0.0, 0.0, 0.0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); DelayCommand(3.5, AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025)))); + DelayCommand(3.5, DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0)); + DelayCommand(3.5, DestroyObject(GetObjectByTag("train_remote", 0), 0.0, 0, 0.0, 0)); SetGlobalFadeIn(4.0, 1.0, 0.0, 0.0, 0.0); DelayCommand(4.0, ActionResumeConversation()); }
  24. Hello Leilukin. Would it be possible to add such an option to the mod in the future? As an optional component?
  25. Why don't companions like atton have any clothing on when i first meet them and invite them into my party? Because when i first meet them they're only in their underwear.
  26. Put order files, like the first file in up is named ,,Joelle'' and the other file named ,,Jolle2'' so file named Jolle2 can't be first because it may cause bugs i think. True about steam workshop, but if you don't read my installation instructions, DON'T install from workshop first, it has same bugs as yours, you are locked in Tomb of freedon nath, to have working this mod install this mod from deadly stream except streamvoices and then install from workshop, you should have it working now i think. Someone actually made installation instruction for this mod in Nexus Mods after mod was published in other websites for some reason. And if you don't know than Install it WITHOUT MODS, even TLRSCM Hope it helps
  27. @itzsethgamer If it isn't letting you install, it means it isn't detecting your TSLRCM installation. Are you using the Steam Workshop version of TSLRCM? If so, it's not recommended to install other mods (read here) and I don't recommend installing the non-RCM version either. If you want to use this mod alongside TSLRCM, do a fresh install of the game and use the TSLRCM version from Deadlystream.
  28. As you have suspected, there is no clean solution to swap this mod from the default installation to the PartySwap compatible installation, so a complete and clean re-installation of the game and the mods you want to use is your only option. This is exactly because the two installations modify a lot of the same files with the same dialogue, but there are also differences in exactly how the two installation options modify the dialogue, so installing them together will likely mess up the dialogue cutscenes and cause game-breaking issues. There is a reason this mod has two different installation options depending on if you have installed the PartySwap mod or not, and I explicitly intructed in the mod's download page and README file that you can only choose ONE of the two installation options. If you play KotOR 2 game on a platform like Steam or GOG, you don't need a backup of the original installation just to do a clean reinstall, since you can just uninstall the game, delete the mod folder, then download the game to reinstall the game from scratch.
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