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  4. It did happen to me too. And I didn't have the vision enhancement, so I don't think this is linked. @N-DReW25, I believe we need your help to fix this.
  5. Ran into a bug where Carth's restored Taris dialogue didn't play at the start of Taris but got bumped to the Ebon Hawk when I arrived on Dantooine before the vision quest. I have JC's Vision Enhancement as one of my mods on top of the K1CP-RC. Is this what's causing this to do that?
    This is great! I have always been frustrated that you couldn't train Visas for a prestige class - but now you can! Thank you! Great mod!!!! Perhaps in the future the option will come along that you can train Atton, Mira, Disciple, Handmaiden and Bao-dur in Prestige Classes - that would be great too! ☺️
  6. I really like this idea! Do you know if it’s compatible with other mods that affect the Ebon Hawk interior like Parry Conversations?
  7. Last week
    So when I first heard of this mod, I was pretty interested in it. I like Pazaak, so having some more Pazaak to play was going to get me to download it. It sounded like fun. But after playing it: I was really, REALLY impressed with the extra story content involving Bogga the Hutt. The reward is great. You get tons of credits (plus something special). I love that Bogga's story ties into Sleheyron. Strong recommendation.
  8. hello for some odd reason i got past the crashing but now when i equip the gear i look and turn into a static giant insectoid can anyone plz help me i have nvr played the game but was super invested into playing as a blaster build clone trooper, i bought the game off steam have tryed for literal weeks to get the mod to work correctly as im a big RP fan... ik this mod is super duper old as is the game but im hoping if anyone ever comes across this and finds a fix u can plz reply and lmk what u did im one of those ppl that have to have it the way i want it or i lose interest in it entirely, plz help me much appreciated ❤️
  9. I'm afraid ebmar's not been actively nodding for a few years. But one can always hope...
  10. Same bug for me It only happens the first time when you start a dialogue after loading the game so everytime you leave an area or load a save file the bug will show up when you talk to someone. It's like the letterbox scale doesn't load right away or something...
  11. idk if u will see it and fix, but Unfortunately, the portraits are bugged on Android. Can you fix it please?
  12. I'm glad you liked it! I would've liked to implement that as well, however kotor's engine doesn't seem to support multi-classing into third class (as far as I've tried to make Atton go Scoundrel → Sentinel → Watchman, it never worked). The only workaround would be granting them prestige classes after their base non-Jedi class, which feels like an odd progression to me. Visas at least is an already accomplished Force-user. And we actually do have a mod like that on Gamefront - SS Prestige Padawans.
  13. I'm going to be honest with you, I think with Holocron Toolset it would be really easy to recreate the old Gamorrean Stronghold mod from scratch. Just have faith in yourself and I think you could make a Gamorrean Stronghold mod just fine - just bare in mind that the original Gamorrean Stronghold mod is custom content so don't feel forced to follow the original plotline from that mod.
  14. Let me dive into this today then How editing feats and force powers is possible New feats showcase So, some feats have either the same ideas as TamerBill or are exactly the same. Why can't I simply add my own feats on top of TamerBill's mod would you ask? And that's a great question. Well, firstly, i'd say around 30% of TamerBill's feat are either not working at all, not working as intended or have a wrong description. Secondly, some other feats make use of the hide slot from the characters (which i'm using for numerous other things). Thirdly, his mod edits the crucial scripts i spoke about earlier (k_ai_master, k_sup_grenades and so on), so it is not really possible to make anything compatible (hence why i'm trying to put as much content as possible within a single install!). Finally, numerous feats or force powers are not in line with my vision for the game. BUT there were GREAT ideas and concepts in there, so i'll be reusing some of them or tweaking some others! I'm using my own icons tho, just to make sure i do not "steal" any of TamerBill's original work. Jedi feats showcase: There are new exclusive feats for each class btw. Droid feats: In another message i'll showcase the companions unique feats, the class changes and also the force powers (A lot to cover as you can tell!). As you can see, everything is kinda intertwined depending on items, companions rebalances, class rebalances, force powers... Hence why i'm doing a single install for all this. That's A LOT of math, so there'll be be balancing issues for sure. I can't wait to open this to players so they can give proper feedback. I cannot wait to see the builds people will pull out aswell, because the variety is going to be WAYYYY better than vanilla! Well, this is one of the few drawbacks from modding. Some people take things for granted, or feel they "deserve" something. I'm doing this for free, entirely on my spare time, and for my own pleasure first. I can totally take people's feedback, and it's vital to have someone's opinion about your own work, because as a single worker on this, you can miss out on something. I do have "Spiceman" on discord, someone that follows my work nearly from the start and we're discussing A LOT about this project. His insights and feedbacks have been very valuable, huge thanks to him. Anyway, all that i mean is that i enjoy feedback, but people have to understand that's its only a fan made mod bearing its own vision and wishes. If they're not happy with this, i think they will survive lmao and i will survive mean comments too The credit list is updated! I meant their skin colors. So i've showcased the turquoise and brownish variants up there! I'll have more to showcase later like bib surool For sure! If you want to, we can talk about this and the type of content that could be included in there Nothing very precise in mind at the moment, but i've already started fixing the module. The only thing remaining now is the lighting and 2 holes. I should be able to fix a portion from the lighting reusing some assets from Kashyyk and Korriban that have the same geometry. Well i'll at least try this out someday for sure! I don't have that much at the moment, i've showcased most of them up there. But i'll do more of them for sure. As i said, i'm willing to share anything so if something interests you along the way tell me Nope but its using ShiningRedHD's upscaled textures Just like most of the new assets ported from TSL, i'm using his textures with his authorization. I know there are A LOT of visual improvements or upscales out there, but the things im enjoying the most are the ones closest to the vanilla art direction. I know Dark Hope is looking to redo a lot of assets from the first game, but IMO they look too realistic and most of the time are not in line with the game's art direction (even tho they look insanely good and its an amazing work). So its a decision from me to use upscaled textures from Vanilla by default. It also makes everything im adding completely in line with ShiningRed's ultimate mod serie that improves visually most of the game's textures. Ho well, now that you mention this... I have used your Smoothed hands texture for the female child for sure, over an upscaled texture from shiningredHD. I should have specified it. Other than this i've done the rest by myself (skin color especially since you did this aswell) I also think i've got some variants with gloves. Anyway, sorry for not specifying this, as i'm in the middle of thousand things its sometime hard to keep track of what i'm using or not, especially since its only showcases at the moment. Tho for a definitive release, i'll make sure 300% to have every permissions, don't wanna steal anyone's work or take credit for something that i didnt do myself. You have my apologies and the credit list is updated So its basically chromas to add a bit of variety to the robes. I have specific plans in mind for the jedi robes: I will remove the Star Forge robes model to replace them with the armored robes from K2. The star forge robes will become revan disguises to give a free column. Then i'll be replacing the vanilla robes with the cloaked robes from K2, but unlinke JC i will import a lot more variant instead of only having the 4 or 5 from K1 vanilla. JC released a modder's ressource with his supermodels separate from his mod. I'll also make the Jedi Master have master robes aswell. The vanilla robes i'm pulling out are mostly to add variety to the npcs jedis clothes, especially since im extending Dantooine with the Jedi Enclave sublevel But its a nice modder's ressource i guess aswell. Very long post but at least i answered to everything i guess? Next time i'll be covering the force powers for sure!
  15. This looks amazing and is super tempting to install, but I'm a little concerned these replace the star forge Revans robes? I'm planning on testing by adding the vanilla robes through console, and teleporting to Nemo. Also how do these appear on female characters? Its a disguise so I'd assume its Revans model, which is male. I'm hoping these dont replace the star forge robes as it would be cool to wear those as a maskless female version, and then the ones from this mod as a masked version. I'm also concerned it could muck with the textures from the Exar Kuns tomb mod, which is a personal fav of mine. Will update with results!
  16. This is an excellent idea, and one I've wanted for a long time. However, it could- and should- be expanded. To each of the other trainable party members. Kriea can be left alone due to her backstory, but Atton, Handmaiden, Disciple, Bao-Dur, and Mira should all be able to get the chance. The level requirement in a Jedi class doesn't need to be changed, though if you want the opportunity to do them all in one save, it's probably necessary (even if you start off your first world on Nar Shaddaa for some reason, then go to Dantooine), at which point they could probably have the requirement taken down to 10-7 levels. Getting all the needed levels may be easier with an XP system alteration or throwing in the Droid Planet or some other extra content to fill it out. Atton and Mira would likely gravitate toward Watchmen, Bao-Dur and Handmaiden toward Battlemaster, and Disciple toward Master. Thematically, this idea would also work with Visas starting as a Sith Assassin.
  17. Here is a new idea that I don't think has been done before: Creating a cape less Darth Revan skin that replaces Darth Nihilus's skin using Darth Nihilus's model/animations. Darth Nihilus reskinned to look like Darth Revan. A light side and dark side version. Compatible with: https://deadlystream.com/files/file/1540-darth-nihilus-animation-fix-update/ It opens doors to variations like Darth Vindicus and Darth Malgus? Maybe SWTOR Sith Acolyte?
  18. View File Exile's Armband Force Leap Brought one of my favorites over from Nexus mods. Has this ever happened to you? Someone is annoying. You want to stab them. They are so far away, and because you didn't roll Jedi Guardian, you have to either A. Throw your saber. Lacks a personal connection. B. Shoot them. But you wanted to stab them. C. Walk over to them. Ugh, exhausting. D. Cry. Well, I have heard your prayers, and because I couldn't be bothered to figure out how to add the feat to classes themselves, I have added Force Leap to the named armband you get from your room on the Harbinger. I also got rid of +1 Constitution and replaced it with +1 Regeneration. I figured this would be more useful while still not being overpowered. This is my first mod. It was super easy to make. Seriously, it took me like 30 minutes from zero mod-making knowledge to right now. Installation: It's just one file. Drop it in your override. Uninstallation: I'll let you guys figure it out. Credits: Fire and Sun. Permissions: Go nuts. Submitter Bespokey Submitted 07/01/2025 Category The Sith Lords  
  19. Version 1.0.0

    92 downloads

    Brought one of my favorites over from Nexus mods. Has this ever happened to you? Someone is annoying. You want to stab them. They are so far away, and because you didn't roll Jedi Guardian, you have to either A. Throw your saber. Lacks a personal connection. B. Shoot them. But you wanted to stab them. C. Walk over to them. Ugh, exhausting. D. Cry. Well, I have heard your prayers, and because I couldn't be bothered to figure out how to add the feat to classes themselves, I have added Force Leap to the named armband you get from your room on the Harbinger. I also got rid of +1 Constitution and replaced it with +1 Regeneration. I figured this would be more useful while still not being overpowered. This is my first mod. It was super easy to make. Seriously, it took me like 30 minutes from zero mod-making knowledge to right now. Installation: It's just one file. Drop it in your override. Uninstallation: I'll let you guys figure it out. Credits: Fire and Sun. Permissions: Go nuts.
  20. View File AxC's Prestige Classes for Visas This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey. To offer her a prestige class, the following conditions must be met: Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk. Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment. Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side). Alternatively, you can let her find her own path—but this will permanently lock the training option. TSLRCM is required. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 06/30/2025 Category Mods TSLRCM Compatible Yes  
  21. View File Alt-PMHB03 A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 29.06.2025 Installation: 1) Select which head variant you'd like to install, the "Movie DS Transition" textures have a movie-style dark side transition with yellow eyes whilst the "Vanilla DS Transition" has the texture turn grey like in the vanilla game. 2) Once you've picked the head variant you'd like, open the "For Override" folder and copy the files within to your swkotor "Override" folder and select the "Overwrite" option if prompted. Description: In 2009, the modder SpaceAlex developed the first Kotor NPC Overhaul style mod, the "K1 Enhancement Pack". Whilst it was developed, it was never properly finished and as such it wasn't released to the public until 2014 as a Modder's Resource. As a "Modder's Resource", modders are free to take SpaceAlex's assets from this mod and use them in their own mod. SpaceAlex, all the way back in 2009, was already doing things that were only really experimented with in the 2020s - unique heads for multiple characters, upscaled textures, expanded generic appearances, expanded clothing for generic commoners, additional placeables and NPCs, and much, much more. One such feature he added in the K1EP mod was unique heads for Gerlon, Ice, and Marl. In 2023, I released a mod called "Galaxy of Faces" which intends to give every named NPC in the game a unique character appearance and since I preferred Effixan's Taris Arena Changes mod for Gerlon, Ice, and Marl, I took SpaceAlex's Gerlon, Ice, and Marl and gave their textures to Dak Vesser, the Hidden Bek Lookout, and Dorak Quinn. Strangely though, ever since I added these skins from the K1EP into the GoF mod I've users praise SpaceAlex's Gerlon Two-Fingers appearance as Dak Vesser with one user actually requesting I make the appearance a player head. So... here it is, SpaceAlex's Gerlon Two-Fingers head, the Galaxy of Faces' Dak Vesser head, as a player head. It replaces the bald "Mace Windu" style head, hence why it's called "Alt-PMHB03". If there is enough support for this mod, I might come back and make portraits for this appearance. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: Incompatible with any PMHB03 player head models or reskins. Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use the assets from this mod in your own mod. Thanks: SpaceAlex: For making the original skin! Shem L: For making the Movie-Style Dark Side Transitions mod which the "Movie DS Transition" install is based on! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 06/29/2025 Category Skins K1R Compatible Yes  
  22. View File Manaan Pazaak Tournament Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the only (known) issue you could encounter. Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 06/29/2025 Category Mods K1R Compatible No  
  23. View File Recruit HK-47 Early for Kotor 2 Unofficial Patch Recruit HK-47 Early for Kotor 2 Unofficial Patch ======================================== By brents742, modified by nonameperson66 ======================================== Version Notes ============= v1.0 - 6/18/2025 - Initial release Requirements ============ Kotor 2 Unofficial Patch 1.3 or above Installation ============ Extract the folder 'K2UP RecruitHK47Early' located in the .7z file you downloaded to your computer. Open the extracted folder and then double click the 'Install.exe' file. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that. Uninstalling ============ Double click on 'Install.exe'. Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Description =========== -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc. -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis). These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47 to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy. -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base. If you want him to follow you and explode near the HK-50 Facotry door as normal, you can still do that. -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you. Background ========== -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk? He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy? -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road. -For the meantime, this mod exists to give him to you as early as the story allows. -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game. One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted. But my vision with every mod I make is to render the cheat console as obsolete as possible. Getting Started =============== This mod works best from a save before entering the Telos Military Base. You can use a save from within the Telos Military Base you may need to head back to the surface and reenter the Military Base to force the game to load the module again. Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.' Important - Timing ================== You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again. Compatibility ============= IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files. Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod. A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base. This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis -Created the following Booleans: KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid. Permissions and Disclaimers =========================== The original mod author, brents742, reserves the right as author of the original mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact brents742 for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Thank you to brents742 for creating the original mod and inspiring me to create a port for K2UP! Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on DeadlyStream username nonameperson66 or alternatively post on the mod itself and I will get back to you. Submitter nonameperson66 Submitted 06/18/2025 Category Mods TSLRCM Compatible No  
  24. View File Battlefront III - Clone Trooper Voice I sorted voices for clone soldiers (Temuera Morrisons Voice) from callenced battlefront III voices. It was not made for a specific clone model, so you need to change the name of the sound folder, but not the actual sound folder. files. This is set to 'clones', so if you have a model. is set with this sound folder name, then you don't need to do anything. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 05/27/2025 Category Other Game Jedi Academy  
  25. View File Kotor 2 Unofficial Patch TSLRCM Malachor V Port Description: --------------- This is a mod that ports the additional content related to Malachor V from The Sith Lords Restored Content Modification into the Kotor 2 Unofficial Patch mod. I used version 2.00 aka 2.00.424 of Kotor 2 to test this mod on because that is what the mod author of Kotor 2 Unofficial Patch recommends to use. I have been able to use Kotor 2 Unofficial Patch on version 2.100.427 (Legacy PC/patched 4CD version) of Kotor 2 with no major issues, however. Installation Instructions: ----------------- The correct game root folder is the folder that contains the file named 'swkotor2.exe'. Extract all files to their matching directories in your game root folder (i.e. put all files in the Kotor 2 Unofficial Patch TSLRCM Malachor V Port Modules folder into the Modules folder in your game root folder, ect). If your game root folder does not contain an Override folder, then create a folder named 'Override' in your game root folder. Extract the 'dialog.tlk' file into your game root folder. Do not put the files in the 'Scripts Source' folder into the game root folder. This is a resource for other modders. Contact Information: ----------------- If there is a bug or some other issue with this mod, feel free to message me at deadlystream.com at Username nonameperson66 Distribution: ---------------- As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like. Special Thanks: ----------- Thanks to the Lucas Arts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords. Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! Thanks to all people that created modding tools: Fred Tetra for Kotor Tool. JdNoa and Dashus for DeNCS. lachjames for ncs2nss. tk102 for dlgeditor and for kgff 1.3.1. Thank you to N-DReW25 and DarthParametric @ deadlystream for answering my forums posts. Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script. Submitter nonameperson66 Submitted 05/22/2025 Category Mods TSLRCM Compatible No  
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