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  2. Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
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  4. View File Onderonian Air Force Makes manning the turrets on Onderon matter. SUMMARY In KOTOR 2 you can use the air defense turrets on Onderon to take out the enemy fighters above the Sky Ramp. It’s a fun minigame but pretty inconsequential with no real effect on anything. You do gain some XP, but the game doesn’t even notify you of this, not helping the feeling that you didn’t really accomplish anything. This mod aims to make manning the turrets more impactful by, one, properly notifying the player of the XP gain for taking out the fighters, and two, making it so that if you don’t take out the fighters, they fire on you as you make your way up the Sky Ramp. This is accomplished in a similar way to the aerial lasers from K1, except that instead of being a static environmental threat, the lasers will actively track and target you and your allies with some degree of accuracy. A hit from a fighter deals a base 42 points of blaster damage which falls off with distance over a 6m range. Keep it moving to avoid getting hit! INSTALLATION Use HoloPatcher.exe to install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher. UNINSTALLATION Remove k_505_modheart.ncs from Override. Remove 504OND.mod from Modules and, if present, replace with the version inside the backup folder. COMPATIBILITY Should be compatible with most other mods. I don't know of any incompatibilities. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty This is a fulfillment of a mod request by Snigaroo. Credit to him for the cool idea! HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 02/06/2026 Category Mods TSLRCM Compatible Yes  
  5. View File Revenge of Revan Upscales Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use. Submitter Sith Holocron Submitted 02/08/2026 Category Skins TSLRCM Compatible No  
  6. View File Kirin PMHC04 Red Hair My interpretation of PMHC04 with red hair. In the future I want to make more variants for hair and eye color for more player character models. ----------------- Instalation: Add the files in your game override folder. ----------------- Uninstall: Remove the files you added to your game override folder. ----------------- Donations: If you want to support my work you can here: buymeacoffee.com/kirin117 ----------------- Acknowledgements: - Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible. Submitter Kirin Submitted 02/07/2026 Category Mods TSLRCM Compatible Yes  
  7. Version 1.0.0

    0 downloads

    Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
  8. This did not work when I ran the batch as an administrator, but when I swapped over to running it normally like in the initial attempts it did work funny enough. Thank you! the backup executable was made and looks like I can continue on the next steps! Thanks again boss!
  9. That is very odd. Some sort of Windows 11 derpiness perhaps? You can try editing the batch file. Open it in a text editor (Notepad, etc.) and change the line hires_patcher %WIDTH% %HEIGHT% %LTRBOX% %EXE% to hires_patcher.exe %WIDTH% %HEIGHT% %LTRBOX% %EXE% Save it and try running the batch file again.
  10. I'm following the steps of the Kotor 1 full mod build and using Xuul's widescreen guide. I tried both moving the swkotor executable to the hires folder and moving the hi-res bat, exe, and pl folders to the main swkotor directy and the message comes up every time.
  11. Did you just move the batch file by itself? It needs hires_patcher.exe in order to actually do anything.
  12. Does anyone know how to fix this message that I get when I try to run the batch file?
  13. Yesterday
  14. Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
  15. When I go to the flophouse to the small alien no text pops up to get him to sell the ithorian armor.
  16. An essential mod if you want to play in 4K, thanks! I’m wondering though if it’s possible to have an even larger size, especially for the dialogue text. I find it still really tiny in 4K, actually.
  17. Thank you for your support. Attached is the zip file with the German-language patch, which I have approved for use and which may be offered as a download on Deadly Stream. Patch_Uebersetzung_Deutsch.zip
  18. The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
  19. i've purchased one from tantooine shop but how can i install mod to bike?
  20. Is there a reason why anyone hasn't tried yet to redo/replicate either the modder's work on Malachor V from the ground up or pick up the Malachor VI project from more than a decade ago ?
  21. You don't need to ask permission to use my content. Just let me know where you use it.

  22. Well, considering my comment at the link I can't say I'm surprised.
  23. Hrm, apparently the K1CP fix was worse than the original? https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/483 If you're using K1CP, can you try deleting the model from your Override and see if it's better or worse?
  24. Last week
  25. It's not a terribly unique first mod idea. I've seen 2 other mods just like it. But one was OP AF, as the kids say, and the other was just okay. I want to make Upgradable Clothing and Robes, both to keep the starting outfit viable for Taris and Dantooine, and so Robes don't feel quite so gipped. But I'm also not the world's greatest numbers guy, so I wanted to float my initial idea and get feedback from people who've gone into the guts of the game's balance far deeper than I ever will. As for Robes, there are only a handful of upgradable armors in the game, and Jedi are just cut of the system entirely. This lets Robes feel a bit less obligatory (you want your Force Buffs right?) and moves them into a Force User-themed desirable alternative to armor. (And honestly, the two reinforcements go thematically with the Jedi Armor that appears in SWTOR and later entries) So here's my initial idea: Upgradeable Clothing Defense: 1 (same as Jedi Robes, which I consider to be the same as Clothing) Skill Focus: Persuade (clothes make the sentient; its a useful buff for a useful skill early game since its restricted to one class without penalty, unless you've modded it; but not so useful that you'd ignore armor with better defense for it) Armor Reinforcement: Defense +2 (or Defense 3, depends on if this replaces the old value or stacks; yes I'm that new at this, Brings it up to equivalent of Jedi Master Robes) Mesh Overlay: Charisma +2 (goes thematically with the base bonus; gives a minor buff to Persuade; I keep going back and forth if I should swap these around) OR Universal Save Bonus +1 (again nice generic bonus for any build, but not so good that you'd start turning away higher level gear) Jedi Robes Defense: 1 Regenerate Force Points: 1 (taken blatantly from TSL, makes them feel a little more unique and useful to Force users beyond just not restricting Force Powers) Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +1 (Charisma +1 for DS version) (a pivotal stat for Jedi, so nice to get a bonus, but hardly game-breaking) Jedi Knight Robes Defense: 2 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +2 (Charisma +2 for DS version), Immunity: Poison (Jedi are reputed for being to shrug off most poisons; using Heal does this, so its usefulness is limited) Jedi Master Robes Defense: 3 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +3 (Charisma +3 for DS version), Immunity: Mind-Affecting (Can you see a Jedi/Sith Master getting confused or mind-tricked?) Qel-Droma Robes Restricted to Light Side Defense: 4 (down -1 from base to flow better with the upgradable scaling) Wisdom +2 Regenerate Force Points: 2 (Base robes all have it 1 now, so felt like the unique ones should have a slightly better version) Armor Reinforcement: Defense +2 Mesh Overlay: Immunity to Fear and Mind-affecting (just improved Master Robes in many way, plus a nod to Cay Qel-Droma's suicidal levels of overconfidence/naivete.) Darth Revan's Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Dark Side Defense: 7 Strength +5 (up +1 from vanilla, just to keep bonuses uniform) Regeneration: 1 Regenerate Force Points: 2 Immunity: Sneak Attacks (honestly, probably not very useful at this point, but I like it as a nod to the idea that he survived getting shot in the back by a SHIP) Star Forge Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Light Side Defense: 7 Wisdom +5 Improved Saving Throws (Universal): +2 Regenerate Force Points: 2 Immunity: Critical Hits (its the end of the game, might be a bit OP but honestly shouldn't matter) On a secondary note: I've never liked the odd numbered stat bonuses. Every version of D&D after the OG 3rd/SWRPG ditched them because it amounted to new gear having a 50% of being useless if you didn't have an odd numbered stat. That just doesn't feel good. How badly do you think a mod that redoes all Attribute bonuses to Even-Numbered break the game. Maybe some of the ones that already have even numbered stat buffs could get a small secondary effect to help differentiate. But that's a different project. Just an idea to address something that's always bugged me, and much more ambitious.
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