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  1. Today
  2. Thanks. I did leave the carpet in only the Library room. There is still just a few things I need to add or fix before I do anything with it. I'm actually working on Trayus Academy now, doing the Trayus Core. Screenies incoming.
  3. @djh269Would you be interested in doing a version of this mod for TSL? Brining over the missing Crystal(s) from K1 and some of the Armor's that didn't make the cut?
  4. Hey Kaidon, those Coruscant textures look amazing! I would just suggest adding in a colored carpet texture for some rooms (like the previous version). And I love that Trayus Academy reskin, I always wanted a decent reskin of it.
  5. Have any conversations happened at the Ebon Hawk/Taris Apartment, or have you only had them while running around? If you’re getting any of them at the Hawk, then the main scripts are triggering like they should, although I can’t think why you would see so few conversations. By the time you leave Dantooine to go looking for Star Maps, you definitely should have seen: At least one of those probably would have happened right after the Apartment conversations after rescuing Bastila. Are you using any mods aside from K1CP which edit k_pebn_pophawk.ncs? Is it possible that you’re just too good at triggering them outside and there aren’t any left to see back at the Hawk? I’m guessing that probably isn’t the issue, but I thought I’d still ask to rule it out.
  6. Thank you for pointing these out! I did plan on including Waffle’s armor in the mod but it seems I forgot to delete it. I’ll revise it as soon as I can with the incompatibilities noted and the updated readme/description! The Sith in question is the apprentice on Korriban who says "once you become a Sith you can do anything!" It's one of the students with the medallions. I was aware of Galaxy of Faces. I'll add that as an alternative.
  7. Glad I could fill a need! You can follow the mod if you wanna get notified of the updated versions, I've been cooking up some improvements.
  8. Did I really get that wrong? Shit it's blue. Yeah I might make the purple one a double and I think one of Kavars sabers is short.
  9. Here's something that reaches the criteria: https://www.gamefront.com/games/knights-of-the-old-republic/file/female-pfhc01-head-reskins
  10. I like to play KOTOR as a Female and with PFHC01 cause it reminds me a lot of Emma Watson, I even ran cast her as Revan on MyCast, I like using different Reskin for her, though of them have her Brown hair or Brown eyes, as does anyone here please make a Emma Watson PFHC01 Reskin for me please?
  11. The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with. That is entirely up to the individual modder to decide. For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content. K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it. The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision. In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know. The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO? There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent. The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk. Are you talking from the perspective of a Bioware developer or from Salk's as a modder? If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all). If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content. It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies. That's the problem, no one can do that. They are gone without a trace, it's as if they passed away years ago and no one has found out about it. And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it. On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions. Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid. In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag. The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise. I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.
  12. Why not just copy the details of the readme on the mod page? Not only that, there is no readme in the downloaded .ZIP folder. There is an installlog.txt and uninstall/backup folders that are all generated after a HoloPatcher install. The only way I was able to find the readme was by opening the info.rtf word doc inside the "Main" folder. I would suggest removing the installlog.txt and the uninstall/backup folders and adding a readme.txt or readme word document for us to easily access. I want it to be clear that I do like what you've done with this mod through the screenshots provided, but you know how you said you were inspired by Leilukin's mod... where you aware of my mod called the Galaxy of Faces mod? One that does something similar to this mod? I've looked into the files of your mod and I've noticed some oddities. 1) There are a bunch of .UTC files even though your HoloPatcher doesn't install them anywhere, these should be deleted to reduce filespace. 2) In addition to RedRob's Combat Suits, you have armor textures from K1EP and Master Waffle's "The Lower City Merchant K1" armor texture in it. Do note Master Waffles armor is free to use, but I do think you should credit him for the texture. If the texture I am referencing is NOT from his mod, feel free to let me know. (From your info.rtf) Can you tell me which exact Sith this is? (From your info.rtf) Here are some mods I've made I think may be incompatible to a degree: Unused Head Restoration Pack- It currently replaces the Sith Governor, though in a future update I do plan to switch it around so that the head is used by another NPC. Unique Sith Governor- This mod is only compatible with your mod if they install it after H-NPC-D. Heart of Beskar- The file "N_Mandalorian06.tga" is used in HOB as the Mandalorian Heavy Trooper skin whilst "N_Mandalorian05.tga" is the Mandalorian Marauder skin. Your mod uses the Mandalorian Marauder skin from K1EP as "N_Mandalorian06.tpc" which would cause problems with my Mandalorian Heavy Troopers. You'll have to tell me which NPC uses "N_Mandalorian06.tpc" in your mod so we can arrange a compatibility patch between our mods. Galaxy of Faces- Many K1EP design decisions were copied by both our mods, so you can go to the main mod page of my mods and see duplicates of things you've done on my mod page. I wouldn't recommend installing our two mods together because my mod has a few creative differences that'll clash with your mod - like Sunry's head being used by Dorak in my mod so if our mods are installed together Sunry and Dorak will be twins. K1 Clothing Pack- Your mod clashes with this mod because your mod uses the same texture filenames as my mod. All you have to do is rename your clothing to use different number variables, set the UTI files to match your new variables and you'll be able to use this mod with your clothing with my mod. Czerka Redux- The use of RedRob41's Czerka Combat Suit and, more importantly, the unique appearances introduced in your mod conflicts with the designs of Czerka Redux. The Tatooine Port Master has a new uniform in CR whilst your mod gives him a Czerka Combat Suit. If your mod allows for the Czerka Combat Suit to be obtained then there remains the possibility of a player obtaining two different Czerka Combat Suits introduced in our mods. I do think a compatibility patch to give your unique appearances my Czerka Redux uniforms would make your mod compatible with mine. NPC Diversity Pack- My mod relies on the K1CP mod for the .MOD files, I don't see why your mod doesn't do the same but I'll ignore this point. I've looked into your files and HoloPatcher and from what I can tell your setup should work with the NPC-DP should you install my mod first.
  13. Shouldn't it be green, blue, and purple? Other than that, I like the idea of Kreia stealing the Master's Lightsabers and making you fight them. Is it possible to get the floating Lightsabers to use a Double Bladed Lightsaber? And did you make sure to give the Lightsabers a "Droid Hide" to prevent the player from poisoning them?
    Wow, these are some beautiful textures O_O I was hesitant to use AI textures mods -- these are so much better in every possible way.
  14. I'm basically gonna have to do a full playthrough of the game (or at least recruit everyone) to test 2.0. So it might be a couple days before it releases. Which is fine by me, because I'm in need of a few days just playing.
  15. Reasonably certain this mod isn't working for me. I just saw 2 convos between Mission and Zaalbar by halfway through the game. Running around with various combos still triggers them - I just got Carth v Jolee asking about the war while walking outside. I'm using the community modbuild.
  16. This isn't a change the KOTOR 2 Community Patch makes, and it doesn't sound like something any of the mods you listed does, either. I would suggest checking that you do not have other mods installed. If you previously subscribed to mods on the Steam Workshop or had manually installed mods to the Steam Workshop folder, they may have remained even after reinstalling the game.
  17. View File Kinda Sorta Transmog by HoboKingNiklz Kinda Sorta Transmog v1.1.2 Ever found a new armor that has great stats but looks awful? Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway? Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise. How to get the items: - They'll be equipped on the characters by default when you recruit them, and you can also use the console to get them if they get lost. Codes: - giveitem bastilaband - giveitem canderousband - giveitem carthband - giveitem joleeband - giveitem juhaniband - giveitem missionband Install: - Just run the HoloPatcher! Uninstall: - Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. *** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! *** Compatibility: - The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Anything that modifies p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc, or p_mission.utc may conflict, but all this does is add lines to their Equip_ItemList. Send me a message if you discover any conflicts! Future Plans: - Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor. - Player Character version, to allow the player character to always be in their default clothes too. This is gonna be a ton of extra work due to the way disguises work, so it might be its own mod instead of an update to this. - Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. - Patches for clothing mods from other developers. Send me a message if you want one and I'll try! Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools that let us tear the game open and mess with it - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars Changelog: - 1.0.0 - 3/22/2025 Initial Release - 1.1.0 - 3/23/2025 Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them. - 1.1.1 - 3/23/2025 Fixed some stuff in the readme, broke a bunch of other stuff. - 1.1.2 - 3/23/2025 Fixed some stuff in the readme, this time without breaking a bunch of stuff. Submitter HoboKingNiklz Submitted 03/22/2025 Category Mods K1R Compatible No  
  18. Version 1.1.2

    4 downloads

    Kinda Sorta Transmog v1.1.2 Ever found a new armor that has great stats but looks awful? Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway? Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise. How to get the items: - They'll be equipped on the characters by default when you recruit them, and you can also use the console to get them if they get lost. Codes: - giveitem bastilaband - giveitem canderousband - giveitem carthband - giveitem joleeband - giveitem juhaniband - giveitem missionband Install: - Just run the HoloPatcher! Uninstall: - Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. *** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! *** Compatibility: - The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Anything that modifies p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc, or p_mission.utc may conflict, but all this does is add lines to their Equip_ItemList. Send me a message if you discover any conflicts! Future Plans: - Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor. - Player Character version, to allow the player character to always be in their default clothes too. This is gonna be a ton of extra work due to the way disguises work, so it might be its own mod instead of an update to this. - Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. - Patches for clothing mods from other developers. Send me a message if you want one and I'll try! Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools that let us tear the game open and mess with it - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars Changelog: - 1.0.0 - 3/22/2025 Initial Release - 1.1.0 - 3/23/2025 Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them. - 1.1.1 - 3/23/2025 Fixed some stuff in the readme, broke a bunch of other stuff. - 1.1.2 - 3/23/2025 Fixed some stuff in the readme, this time without breaking a bunch of stuff.
  19. I seem to be having an issue with this mod overriding my player model and only showing this outfit regardless of what I'm wearing (even with armor or no clothing equipped at all.. I cannot figure out why it's doing it or what to remove. Any suggestions? (I've tried uninstalling everything & without this mod my save won't load so leaving it out isn't an option) I went into detail in this Reddit Post about what mods I have installed and what I've done to troubleshoot. [I'm on PC through Steam, but all the mods are added through Override and not the workshop.] I've tried taking off the clothing entirely, swapping between regular clothes, armor, robes, etc. and even tried using other mods to try and override the issue with no success. I've uninstalled all my mods and reinstalled with no success either. It seems to only be tied to the player models (any in the game files listed as JEDI_ETHNICITY_GENDER_0X) since I was able to get around it by swapping my Main Characters model with a commoner NPC (Onderon NPCs) or a party member (Handmaiden) and it worked fine. Other Party members like Atton or Bao Dur show the correct armor models when equipped. Only the Main Jedi seems to have this issue and after uninstalling and re-installing all the mods in stages I narrowed it down to the K2CP mod. I also tried running the script that deletes duplicate TPC files to see if it was something in there but it's still doing the same thing. Other Mods that are installed in addition to this one: TSLRCM, TSLRCM Tweaks, Thematic KOTOR 2 Companions, KOTOR 2 Community Patch, Ultimate High Resolution Texture Packs (TPC): [PER, TEL, & HAR, NAR, DAN, DXN, OND, KOR, & MAL], Ultimate Character Overhaul LITE (TPC) (w/ patches for TSLRCM, Canonical Jedi Exile, JC's Minor Fixes, K2 Community Patch, & TSL Underwear for Atton, Disciple, Mira, and PC Female Mass Effect), Freedon Nadd's Tomb Ritual & Water Texture (only Ritual texture used), High Res Beam Effects, Fire & Ice HD, Animated Energy Shields, JC's Blaster Visual Effects, Head Model Fixes, JC's Supermodel Fix, Stylized Portraits for TSL, Canonical Jedi Exile, New Lightsaber Blade Model, KOTOR 2 Random Panels, Neglected Computer Panel, Terminal Texture, High Quality Skyboxes II, Ebon Hawk Cockpit Upgrade 1 and 2 (w/ overlays), TSL HD Cockpit Skyboxes, PartySwap, TSL Galaxy Map Fix (Vanilla), Player & Party Underwear (PC Female Mass Effect, Mira, Atton, Disciple), PFHC02 Reskin, Lightsaber on Peragus, No Vertical Camera, Modern Intro Logos, and Hide Weapons in Animations. 4GB Patcher was also added and I've run the delete extra TGA/TPC application.
  20. Yesterday
  21. View File Extra Saber Colors for KOTOR This mod adds in three new saber colors into KOTOR 1: viridian, bronze, and silver. It relies on the files from Crazy34's Mod so be sure to have that installed or this mod will not work. Crazy34 actually added the extra colors but never implemented them in game so I did it myself. The color crystals can be found in various places throughout the game. I also added my own icons to avoid duplicates. They are upscaled and recolored icons from TSL. I believe they came out pretty well. Please do not distribute this mod anywhere else. Submitter StellarExile Submitted 03/21/2025 Category Mods K1R Compatible Yes  
  22. View File Human/Alien NPC Diversity Human/Alien NPC Diversity (KOTOR 1) Knights of the Old Republic is a wonderful game, but it still reeks of the technical limitations of 2003. The galaxy is full of clones where NPCs have very few unique appearances. After Leilukin released her mod for male Twi’leks, I decided to take my own shot at humans. With the help of SpaceAlex’s K1 Enhancement Pack and many other modders' resources, this mod gives many human NPCs (and some aliens) more diversity throughout the game. Many heads were from SpaceAlex’s K1 Enhancement Pack, an unfinished mod he released to the public as a resource. Many others use player heads. If an NPC uses a head you use, don’t worry. The backuphead feature from appearance.2da ensures the NPC will use another head if the PC uses it. Incompatibilities: This mod will be incompatible with any mod that edits the same NPCs. Most notable includes N-DReW25's Czerka Redux, Galaxy of Faces and K1 Clothing Pack as well as Leilukin's's female Twi'lek NPC diversity mod. Credits: SpaceAlex for K1EP. DarthParametric for the Fat Commoner Models. Leilukin for her Diversified Twi’lek males which was the main inspiration for this mod. CaptaineSpoque for the Clothing Resource, many of which were used in this mod. Effix for the Jolee Alternative mod and Taris Dueling Arena Adjustments which two heads were used from. Redrob41 for the Combat Suits Modders’ Resource. Silveredge9 for BOSSR. Submitter StellarExile Submitted 03/19/2025 Category Mods K1R Compatible Yes
  23. View File Fallen Jedi Floating Sabers Modified Krea's floating lightsabers to match those of fallen Jedi. Gave each saber matching feats from Thematic Jedi Masters and altered their walking speeds. Sabers are also immune to stun, fear and paralysis. 3 Versions: - Original saber owners colors (green, yellow, purple) - 3 purple sabers - 3 red sabers (all have the same speed and feat changes) Submitter Jiiprah Submitted 03/20/2025 Category Mods  
  24. Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game. I'm interested in the topic related to the material that didn't make it into the game. It would be interesting to know what content you decided not to publish? And how do you determine the line where your decision doesn't deviate from the original intent of the developers, so that the content you remove or consider less significant won't help other players better understand the game's plot and the developers' initial vision for the game? In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved. I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game Honestly, Taris has its flaws But if the game’s entire purpose is to get a lightsaber as quickly as possible, why buy it, deal with installation, and spend hours playing when you can just watch a gameplay walkthrough or the highlights on YouTube. If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it? If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed. By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision. I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.
  25. Based on a recent reinstall of windows steam, along with Kotor II, same issue as before where both logo movies play and then crash before playing the legal.bik movie on the legacyPC version. Can only think NVIDIA driver may be the issue. Has anyone else ran into this issue, or is everyone using the GoG or Aspyr version.

    1. Thor110

      Thor110

      Most are using the Aspyr version I believe, which includes Steam, Amazon and GoG. You could try something extreme such as replacing the binkw32.dll with the one from swkotor or the Aspyr version, though I am not sure if there's a difference, nor if it would actually work.

    2. Squall Lionhart

      Squall Lionhart

      Seems odd that this happened recently. Tempted to install it on my old laptop with a GTX 1650 and see what happens, on the discord another user said to have started it in windowed mode and that fixed the old version of the game. Aye… 

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