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Taki17 started following 1v1 Assassin - Citadel Station
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View File Bashing Overhaul Improves the mechanics of bashing locked containers. DESCRIPTION KOTOR 2 added a neat little mechanic that makes it so bashing containers has a chance of breaking some of the items inside, adding risk and incentivizing putting points in Security or bringing along the right companion to help out. At least, that’s what the game wants you to think. In truth, this is one of TSL’s several illusory mechanics which don’t really work the way you think. Here’s how it actually works: Some containers, when unlocked with Security, get a random number of low value items added to their inventory. If you instead bash a container, a random number of broken items are added to the container’s inventory. Nothing inside the container is actually broken. The first issue with this is that high value items like weapons or upgrades are never broken, making bashing not all that risky, especially later in the game. What’s much worse though is that many of the locked containers in the game actually get a flag set when initially populated that blocks Security from adding the “not broken” items. This means there is no advantage to using Security on these containers outside of saving time. In fact, by bashing you at least get a few broken items you can use for components, and you lose nothing. Another more mundane issue is that many locked containers are simply missing the bashing script, causing the game to abandon this mechanic which it initially presents as important. This mod overhauls the bashing mechanic, not only fixing its bugs and making it work the way you’d expect, but also giving it more depth and impact. When you bash a container, there is a chance to break some of the items that are actually inside. You may break multiple items or none at all, with it being most likely to break a small but nonzero number of items. Breakable items now include more valuable items such as weapons, shields, droid tools, implants, upgrades, etc. Armor and droid plating cannot be broken since, well, they’re designed to resist being broken. Plot items and datapads are all protected from being broken, in addition to credits, components, and chemicals. Some feats, effects and weapons will affect how likely you are to break items. Finesse reduces the chance of breaking an item when using a melee weapon while Precise Shot reduces the chance of breaking an item when using a ranged weapon. Using the Plasma Torch also reduces the chance of breaking items. On the other hand, being under the effects of Fury or Wookie Rage will significantly increases the chance of breaking items. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside a backup folder in the location of HoloPatcher.exe. UNINSTALLATION Remove k_contain_bash.ncs and m_plc_treasdisp.ncs from Override. If k_contain_bash.ncs was created inside the backup folder, move it to Override. Remove the following files from Modules: 101PER.mod, 102PER.mod, 103PER.mod, 105PER.mod, 106PER.mod, 151HAR.mod, 152HAR.mod, 153HAR.mod, 262TEL.mod, 301NAR.mod, 302NAR.mod, 303NAR.mod, 305NAR.mod, 404DXN.mod, 506OND.mod, 601DAN.mod, 610DAN.mod, 650DAN.mod, 851NIH.mod, 852NIH.mod, 903MAL.mod If any .mod files were created inside the backup folder, move them to Modules. COMPATIBILITY Should be compatible with most mods unless they edit the k_contain_bash script. PERMISSIONS Feel free to do whatever you want with this mod, just give credit. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 08/28/2026 Category Mods TSLRCM Compatible Yes
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View File PMHC04 The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes. Thanks to DarthParametric for consultation. To Install 1. Download: PMHC04 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 08/27/2026 Category Mods K1R Compatible Yes
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View File 1v1 Assassin - Citadel Station Citadel Station assassin no longer frees your companions, for a 3v1 fight. Also includes a fix from TSLRCM and a fix for TSF agents disappearing before the screen fades to black. Copy 'a_grenn_cut.ncs' to your games 'override' directory. Submitter J Submitted 08/27/2026 Category Mods TSLRCM Compatible Yes
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View File ChildF The mod replaces the ChildF model and textures. To Install 1. Download: ChildF 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 08/27/2026 Category Mods K1R Compatible Yes
- Today
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If you do not get a response here on Deadlystream, I am sure there will be those who'll take interest in your project either on the main Kotor Discord Server or the OpenKotor Discord servers. There are plenty of ongoing WIP mods going on in those servers that end up getting released here on Deadlystream. Would you like me to send you the links?
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Version 1.0.0
1 download
Improves the mechanics of bashing locked containers. DESCRIPTION KOTOR 2 added a neat little mechanic that makes it so bashing containers has a chance of breaking some of the items inside, adding risk and incentivizing putting points in Security or bringing along the right companion to help out. At least, that’s what the game wants you to think. In truth, this is one of TSL’s several illusory mechanics which don’t really work the way you think. Here’s how it actually works: Some containers, when unlocked with Security, get a random number of low value items added to their inventory. If you instead bash a container, a random number of broken items are added to the container’s inventory. Nothing inside the container is actually broken. The first issue with this is that high value items like weapons or upgrades are never broken, making bashing not all that risky, especially later in the game. What’s much worse though is that many of the locked containers in the game actually get a flag set when initially populated that blocks Security from adding the “not broken” items. This means there is no advantage to using Security on these containers outside of saving time. In fact, by bashing you at least get a few broken items you can use for components, and you lose nothing. Another more mundane issue is that many locked containers are simply missing the bashing script, causing the game to abandon this mechanic which it initially presents as important. This mod overhauls the bashing mechanic, not only fixing its bugs and making it work the way you’d expect, but also giving it more depth and impact. When you bash a container, there is a chance to break some of the items that are actually inside. You may break multiple items or none at all, with it being most likely to break a small but nonzero number of items. Breakable items now include more valuable items such as weapons, shields, droid tools, implants, upgrades, etc. Armor and droid plating cannot be broken since, well, they’re designed to resist being broken. Plot items and datapads are all protected from being broken, in addition to credits, components, and chemicals. Some feats, effects and weapons will affect how likely you are to break items. Finesse reduces the chance of breaking an item when using a melee weapon while Precise Shot reduces the chance of breaking an item when using a ranged weapon. Using the Plasma Torch also reduces the chance of breaking items. On the other hand, being under the effects of Fury or Wookie Rage will significantly increases the chance of breaking items. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside a backup folder in the location of HoloPatcher.exe. UNINSTALLATION Remove k_contain_bash.ncs and m_plc_treasdisp.ncs from Override. If k_contain_bash.ncs was created inside the backup folder, move it to Override. Remove the following files from Modules: 101PER.mod, 102PER.mod, 103PER.mod, 105PER.mod, 106PER.mod, 151HAR.mod, 152HAR.mod, 153HAR.mod, 262TEL.mod, 301NAR.mod, 302NAR.mod, 303NAR.mod, 305NAR.mod, 404DXN.mod, 506OND.mod, 601DAN.mod, 610DAN.mod, 650DAN.mod, 851NIH.mod, 852NIH.mod, 903MAL.mod If any .mod files were created inside the backup folder, move them to Modules. COMPATIBILITY Should be compatible with most mods unless they edit the k_contain_bash script. PERMISSIONS Feel free to do whatever you want with this mod, just give credit. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus -
Pluto joined the community
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[TSL] Lily's NPC Overhaul - HD Models & Added Diversity
dachaunmcgee@yahoo.c commented on Lily's file in Mods
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Yes. If you install mine afterwards, you will get my textures and can wear them on your player. The only issue I see is that JC's icons for the items will no longer match the clothing that you actually wear when you put them on. You can, of course, just use the heads option which won't touch the clothing at all, or try to rename the files to match the icons as closely as you can if you have any modding experience. One more thing - you will want to delete the .tga files in your override folder that match the same named .tpc files in this mod. It shouldn't crash or anything, but it's not good practice This tool makes that pretty easy.
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[TSL] Lily's NPC Overhaul - HD Models & Added Diversity
dachaunmcgee@yahoo.c commented on Lily's file in Mods
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- Yesterday
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Version 1.0.0
1 download
The mod replaces the ChildF model and textures. To Install 1. Download: ChildF 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. -
Apparently I am doing this again. After roughly ten years away from these projects, I have decided to return to both Duel Room Final for KOTOR and Ultima Duel Room for TSL and give them proper final releases. A lot happened in the KOTOR modding scene while I was gone. So before I start rebuilding everything in isolation, I want to see what the people who kept this scene alive for the last decade have made. If you released a mod, asset, fix, character, armor, weapon, texture, animation, script, gameplay system or anything else that you think would fit naturally into one of the Duel Rooms, show it to me. If it makes sense for the project, I am interested in integrating selected work directly into the new releases with the author's permission and full credit. I am not going to silently rip content out of other people's mods. If something is included, the author will know about it. The original Ultima Duel Room was already built this way to an extent. A lot of people contributed scripts, items, robes, testing, ideas and technical help to it, and I would rather continue that tradition than pretend the last ten years of KOTOR modding did not happen. I am also interested in people who want to contribute something specifically for the new versions. It does not have to be a long-term collaboration. One enemy, one item set, one script, one fix or one completely unreasonable idea is enough, if it belongs there. I have also seen that some people fixed or maintained parts of my old mods themselves while I was gone. I want to hear from you too. If you solved something the original releases got wrong, I would rather look at your solution than unnecessarily reinvent it. The target is a proper final release for both projects in early 2027. Duel Room Final: TSL - Ultima Duel Room: Current work and releases: NarzelithOfficial's Profile - Nexus Mods
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Hello there, I use Deadly stream semi-regularly to keep of with kotor modding things. I noticed that after the redesign the site became borderline unusable for me. With extreme stuttering when trying to scroll down the page. I finally got around to profiling the issues today. I am on Firefox, I typically run with the config `layers.acceleration.disabled = true`, which disabled a lot of the hardware acceleration. For 99% of website this isn't a problem. However, Deadlystream seems to rely and the render pipeline HARD, such that when I would access the site with that setting, my CPU would jump to 100%. I was rasterizing at 2560×1440 with 1.25× scaling (about 4.6 million pixels) at 60 fps. A tough job sure, but nothing a modern CPU shouldn't be able to handle. Looking into the profiling results I had several findings: It would seem the entire viewport is getting re-rasterized on every scroll. Freeing basically all of the picture cache tiles. Scrolling should translate cached tiles, not redraw them. Something is killing WebRender's tile cache completely. The layout is also being flushed every frame from what I can tell. In my 7 second profile I saw around 304 reflows (40+ per second). Something in the JS handling scrolling is not behaving here This seems related to however the scroll bar is handled. To recreate: Using a recent version of Firefox Open `about:config` in the search bar Find the `layers.acceleration.disabled ` setting, and set it to true Load up Deadlystream and attempt to scroll
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Apparently, I left this thing sitting at 1.2 for ten years while the old WIP thread still says that 2.0 was supposed to be the real finished version. Fair enough. I should probably finish what I started. Thank you to everyone who downloaded, played and remembered Ultima Duel Room after all this time. This project was much larger than the K1 Duel Room even back then, with 340+ opponents already in the public build and a ridiculous amount of unfinished work planned beyond it. I am not promising that I will blindly implement every idea my younger self wrote down in 2016. Some of those ideas deserve to stay in 2016. But I am coming back to the project, cleaning it up properly, finishing what still makes sense, and giving TSL - Ultima Duel Room a real final release soon. You kept it alive for ten years. I can at least close it properly. I am much more active on Nexus these days, so if you want to follow the rebuild and my current projects, you can find me here: NarzelithOfficial's Profile - Nexus Mods
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Well. I did not expect to log into this account more than a decade later and find people still playing this. I have read through the comments, including the work some of you did yourselves to fix old problems and keep your own working versions alive. I genuinely respect that. This was made by a much younger version of me, and seeing people still care enough about it to repair it instead of simply throwing it away deserves a proper response. So, thank you to everyone who played it, kept it, fixed it, or came back to it over the years. Especially to you: @EbonHawkStowaway999 As a small return for that, Duel Room Final is not going to remain abandoned in its 2015 state. I am coming back to it for one last development pass, and I intend to release a proper new final version soon. I will take the old bugs, compatibility problems and the useful work the community has done since I disappeared into account when I rebuild it. I am much more active on Nexus these days, so if you want to follow the rebuild and my current projects, you can find me here: NarzelithOfficial's Profile - Nexus Mods
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I've just updated the mod and I did have a look into the Duros installer and, unless I fixed it months ago and forgot I fixed it, I don't think this bug still exists. Installing the GOF mod, I got the intended Duros appearance in the Taris Apartments: I did name this update 1.3.1 instead of 1.4.0 for the following reasons: 1) Maybe I'm wrong and this bug you guys have been experiencing might be the cause of an incompatibility I am not yet aware of. 2) This mod was in need of an update. That is why not all of the Twi'lek screenshots were made. 3) I have a backlog of heads that need to be implemented and since that'll take time I decided it's best to give a small update now and have the rest added in later. I'll see about adding these fixes in one of the next updates too. As of 1.3.1, I think there might be a bug wherein Malare's clothing uses the default potato sack style outfit instead of intended K2 style ragged outfit. If anyone spots that let me know and I'll try to have it fixed for the next update.
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Version 1.0.0
1 download
The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes. Thanks to DarthParametric for consultation. To Install 1. Download: PMHC04 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. -
Natural Law started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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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.
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fleger started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity and Saul Karath Retexture
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spencerdiaz started following [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
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Kotor 1 Modding Guide for Nintendo Switch
JCarter426 replied to VeSeeker's topic in General Kotor/TSL Modding
Power blast is the one that's non-square so that would track.