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Provide the information needed for Bug Reports which can be found in this handy post. When you do reply, include both the questions in your post and the answers to them.
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@Dark Hope Absolutely, go ahead!
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shock4ndawe joined the community
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Hello everyone, I am having some issue with some wierd crash. I am playing on the GOG version. I have some mods installed, but I am trying to pinpoint which one it could be. For some reason after the character creator and the star wars text, when I am suppose to play as t3 m4 games crashed black screen then straight to desktop. I was able to bypass that removed the override, played without mods made a save and then switched back to the old override floder with mods, but then game crashes on Peragus after calling T3M4 , when I am suppose to play with him again. Any ideas what could be culprit?
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lerethio started following [NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
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[NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
lerethio replied to lerethio's topic in Mod Releases
I apologize everyone when I applied with codec it totally wrecked the files. They went from 44.1 khz 16 bit stereo to 22.1khz 8bit mono. I've recently learned that the music files needed a drag and drop only and didn't have to be processed with sith codec. At least on android. Thankfully mods are transferrable between both platforms. Perhaps that program wasn't needed for my use case. I'm uploading the normal wav files to the nexus link rn. The wav files were butchered by the sithcodec program so when I played it on my android phone only the standard streammusic files from the obb were played. Audio mods are underrated especially for games such as Kotor. I'm thinking about making one for Oblivion Remastered. That is a bit different than Skyrim though thanks to the unreal engine. I'm almost done with that one 😁 EDIT/UPDATE: I was mistaken in thinking this mod works as intended. I'll leave the nexus page up either way just Incase somebody knows what went wrong and if there's a fix. I'm starting to think the game is hard coded to 22khz sample rate. I had a similar issue modding Half Life 1's soundtrack to lossless quality. -
Made in 2025.
- 211 replies
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- tslrcm 1.8.6
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At this point, you may as well wait the less than 3 weeks and have release it as DHRM 2026.
- 211 replies
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- tslrcm 1.8.6
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Hello. I request permission to publish textures using elements from your mod. Example:
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@Salk This ended up being super quick and easy:
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Aragon started following [NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
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[NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
Aragon replied to lerethio's topic in Mod Releases
Can you make one for Kotor 2 please? -
[NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
Salk replied to lerethio's topic in Mod Releases
A question: is this modification any different from Star Admiral's work? -
Finally. All of my sabers will have the correct blade positions and updated models and textures... DHRM 2025 coming soon....
- 211 replies
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- tslrcm 1.8.6
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[NON-FUNCTIONAL] Kotor 1 Lossless Soundtrack Overhaul
ArchScanner replied to lerethio's topic in Mod Releases
Cool beans! I love stuff like this, that just gives you those little upgrades that KotOR really needs. EDIT: Actually, maybe I'm stupid, but there's now no menu music or background music on the Endar Spire. I just drag and drop the files and replace when prompted, right? -
By default Kotor uses wav files of very low resolution. 8 bit and 22 khz to be precise. I was able to locate the wav (16/44.1) files for the soundtrack (all the files starting with mus_) and applied Sith Codec so they can be used in game. The zip file contains all the wavs in the streammusic renamed to the appropriate titles of in game play. If installing with Vortex please make sure it installs to the root swkotor folder. If installing manually just drop the override folder into swkotor (or files folder for Android). Credit is given to these people JCarter426 on deadly stream for the sith codec program -https://deadlystream.com/files/file/1716-sithcodec/ DarthVigorous as i used his mod music overhaul mod as reference when renaming the audio files. -https://deadlystream.com/files/file/2347-high-quality-kotor-music-overhaul/ Please note that this only affects the longer soundtrack files that can be found on youtube (mus_...). If you using DarthVigorous's high quality music overhaul let this mod overwrite his (my files have been unaltered straight from the CDunlike what he did for his mod). This mod can be best heard with goood speakers or earphones. INSTALLATION: Place the files into the /streammusic folder located in Kotor 's root directory. If you want to listen to these files outside of the game youll need to decode them with Sith Codec. Download from nexus mods https://www.nexusmods.com/kotor/mods/1772 Enjoy! UPDATE: it appears neither Kotor 1 nor 2 supports raw wav files like these. If anybody knows what went wrong please let me know. Could it be that the game engine is simply hard coded at 22khz? If you try these on android then the default games audio file will be played instead. If you try these on PC no music will play at all.
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I think it's just going to be another bad Star Wars game. Star Wars seems to just be cursed as a franchise, so I always keep my expectations as low as possible. If it ends up being really good, I'll be pleasantly surprised and eat my words. But I just don't have high hopes.
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ArchScanner started following Quicker TSL Patching Question
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So, here's an oddly specific issue I've been bumping into. I downloaded the Quicker TSL Patching mod because I was installing the mod builds from the KotOR Community Portal. Anyways, I wanted to use the Ultimate Sound Mod in both KotOR and TSL, but now when I try to run the patcher it only installs to KotOR, and I can't seem to direct it to TSL. Is there any known fix for this that anyone is aware of?
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Friendly_Techpriest changed their profile photo
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Issues in creating disguise
Friendly_Techpriest replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
Ah! I see! I mainly wanted to make a new save using that outfit, but I was worried about not getting the bonuses armour or robes give. The idea was to still equip armour and, eventually, robes, but that would mean create a new disguise every time I switch gear. In that case, I could mod basic clothes to give slightly better stats, or even easier, since I'm going scoundrel, simply put more points in Dexterity. Thank you! -
Issues in creating disguise
DarthParametric replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
An item property disguise will only work if it is applied to an armour/robe/clothing item in the torso slot that points to the appearance row to replace it with. The only way to do it via an armband would be to create a script that fires EffectDisguise. But it would be quicker and easier for you to just use KSE to edit your save and change the appearance there. -
Friendly_Techpriest started following Issues in creating disguise
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Issues in creating disguise
Friendly_Techpriest replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
Yes, my current appearance is P_FEM_C_SML_01. What I want to make is an armband disguise so I can use armour/robes, while having the appearance of using the default clothes. I thought of sacrificing an armband slot to keep the robes on. For example, if I switch to say, P_FEM_A_SML_02, the face will indeed change, but if I'm wearing armour or clothes they will stay on. I guess I haven't told the disguise to modify the body model and textures? -
Issues in creating disguise
N-DReW25 replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
An armband you say? Is your current appearance P_FEM_C_SML_01? If it is, have you tried wearing clothing and not armor/robes? -
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HarvestBirdy started following Stun Baton Mod
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Omanakole started following Wookie Warblade Fix
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Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
