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  1. KotOR 1 Restoration

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » KotOR 1 Restoration 1.2 Read-Me
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    NAME: KotOR 1 Restoration 1.2
    TYPE: Restoration
    VERSION: 1.2
    SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes
    DATE RELEASED: May 31, 2016
    KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » DESCRIPTION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL...
     
    The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » INTEGRATED MODS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » RESTORED CONTENT
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG FIXES/CHANGE LOG FOR 1.2
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    »» Original game:

     
     
    »» K1R Bugs:

     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG FIXES/CHANGE LOG FOR 1.1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    There weren't too many bugs in KotOR 1, thus there is such a short list.
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » INSTALLATION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.
     
    Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!!
     
    Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed.
     
    Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    »»»» TSL PATCHER INSTALLATION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder.
    2) Click the button labeled Install Mod.
    3) Click yes to the box that'll pop up... if you wish to proceed with installation.
    4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG REPORTING
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    There are 2 ways to report bugs:
    1: Post your issues in the Bug Reporting Thread.
    2: PM your issues to Fair Strides at Deadlystream.
     
    TO REPORT THROUGH PM
     
    1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ )
    2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.
     
    TO REPORT THROUGH THE BUG THREAD:
    1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ )
    2) Reply quoting and answering all of the questions as they apply to your issue.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » VOICE ACTOR
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Pazaak Tournament Mandalorians...Zhaboka
    Filters for Zaerdra's lines......Zhaboka
    Filters for sea floor lines......Zhaboka
     
    Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » CONTRIBUTORS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
    A BIG thanks to all of you!
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » TEAM MEMBERS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    - ZM90, Team Leader
     
    - Mandalore, Team Member
     
    - Jatku, Team Member
     
    - Fallen Guardian, Team Member
     
    - LDR, Team Member
     
    - Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update)
     
    - Malkior, Beta Tester
     
    - LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... )
     
    - GrandmasterArcturus, 1.2 Beta-tester and LPer
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » SPECIAL THANKS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    To the tool creators of the community
     
    ~ Kotor Tool.....................A VERY special thanks to Fred Tetra
    ~ K-GFF GFF Editor/DLGEditor.....tk102
    ~ Lipsynch Editor................JDNoa
    ~ DeNCS Script Decompiler........JDNoa
    ~ AniCAM.........................JDNoa
    ~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides)
     
    And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » REDISTRIBUTION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » LEGAL
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    49,150 downloads

       (40 reviews)

    93 comments

    Updated

  2. Save Mission

    JC2 PRESENTS
    SAVE MISSION
    By request from a steam user under the current name of Death a Barbar, I have edited the DLG file to allow a Darkside PC to keep Mission as a companion. Or rather, not cruelly kill her merely because you are a Dark Sider.
     
    There are two options > Leave Mission on the Unknown Planet
     
    Or:
     
    Convince Mission to stay with your crew and serve you.
     
    However, this mod doesn't remove the option to kill Mission, that is stilll present in the game if you choose the third dialogue.
    For clarity, saving Mission begins with "You're all alone.. " (This should be the first option)
     
    Leaving Mission behind on the Planet begins with "Go on Mission - Get out of here ... " (second option)
     
    Two additional dialogue options have been added that appeal more to the themes of kotor and to the Sith (as suggested by SH).
    They are the last two options of the six total options and result in keeping Mission.
     
    Most lines are voiced by Mission so there's an element of realism to the mod.
    This is K1R compatible.
     
    Installation: Unzip file, place into override,
    Uninstall: Delete from override.
     
    There should be no incompatiblity issues since it is only a single file.
    Hope you enjoy!
     
    As always feel free to leave Negative/Postive feedback! This includes sending me a better screenshot, since my computer can't handle graphics of any kind, ever...
     
    P.S. I apologize for the influx of updates, I didn't release it polished and that was a mistake on my end.
    The current problem with the mod, is that if you talk to Mission again after this conversation, she will result to conversations opened up only after you crash on the Lehon (unknown planet) and will not seem to recognize your recent actions as SIth Lord and whatever option you chose. This presents a bit of issue with a lack of immersion, to avoid this. Don't talk to Mission again! This is what may be updated later.
     
    Re-download to latest version, is not required at all, but it is encouraged.
     
    Contact me for bugs, issues, or feeback by PM or writing a review here.
     
    FYI: Red Mission is a seperate mod by another modder.
     
    Credits:
    Thanks Deadlystream for hosting my mod.
    Thanks SH and Death'a'Barbar for suggestions
    Thanks FS for the DLG editor tool
    Thank you ! For downloading the mod.

    771 downloads

       (8 reviews)

    5 comments

    Updated

  3. Shanilia

    SHANILIA - THE Grey Jedi Merchant
     
    Includes TSLPATCHER installer!
     
    The mod includes new items, a new character, new dialogues options on Manaan.
    Shanilia is designed to be immersive and keep pace with the canon of that you create in kotor!
    She reacts to your decisions, she reacts to your alignment, she reacts to your gender.
    Shanilia isn’t a flat character with one emotion! She was written by two different writers to keep the flavor of realism!
     
    Content includes: New Robes, datapads with background information on Shanilia, a Jedi Holocron, and a few weapons!
    K1R compatible!
     
    INSTALL: Unzip, and run tslpatcher.
    Manual install, see readme.
     
    1.6aa Removes K1R incompatible files, which are all the files that make up Resisting Arrest -DS Manaan. Simple remove "man26_selambush.dlg" from your override (If you have K1R installed) and that will prevent and/or fix the bug. To be safe, you can remove all the files associated with that Resisting Arrest.
     
    For K1R compatiblity, install K1R, then Shanilia, then K1R compatible files located in Shanilia. Ignore if you do not have K1R.
     
    Non-vital files: pcexile.dlg : man26_tyvark.dlg : kor39_utharwynn.dlg
    The intention of pcexile.dlg file was to allow the PC to remain on Manaan after DS completion of Manaan, this is already possible in the vanilla game, however, this was included as a more simple and obvious solution. It is an optional install, if it causes problems there is no need to install this mod's version of pcexile.dlg
     
    man26_tyvark.dlg, merely adds some merchant related dialogue. (minimal content)
    kor39_utharwynn.dlg, adds an option, which can later be discussed with Shanilia, if and only if the PC goes to Korriban after the Leviathan. (minimal content)
     
    These files do add to the mod, but if you are worried about incompatibilities, now you'll be a bit more informed about my mod.
     
     
     
    Please See Readme for information on how to get the most out of Shanilia!
     
    Short Credits list: FairStrides, Bead-v, nato, RealRece, Bioware!

    1,208 downloads

       (11 reviews)

    18 comments

    Updated

  4. [K1] Darth Revan from SWTOR soundset (as performed by UnusualCharacters)

    AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 23 AUG 2019
    GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.]
     
    Description:
     
    So . . . have you felt that the non-descript voice actor for Knights of the Old Republic 1 male player character didn’t sound enough like Revan in SWTOR?  Here’s a new player character sound set that UnusualCharacters recorded for us in style of Revan from the SWTOR.  The lines as written are exactly the same as the original written for the most part.  When noted below, the original line was missing in the game so I asked UnusualCharacters to improvise.
     
    Lock Picking: Player is making the attempt unlock the lock box or door
    p_plyermw_block1            Got it.                          
    p_plyermw_block2            No problem.                      
    p_plyermw_block3            Right.                           
     
    Critical hit achieved.
    p_plyermw_crit1            Ha! He’ll feel that for sure!             
    p_plyermw_crit2            That hurt I bet.                        
    p_plyermw_crit3            You won’t be getting up from that any time soon!
     
    Mines: Disarming.
    p_plyermw_dmin1            That one’s a dud. 
    p_plyermw_dmin2            OK, it’s disabled.
    p_plyermw_dmin3            Mine disabled.
     
    Lock Picking: Player fails the attempt unlock the lock box or door
    p_plyermw_flock1            Damn!                     
    p_plyermw_flock2            Didn’t work. 
    p_plyermw_flock3            Damn it!
     
    Mines: Arming a Mine.
    p_plyermw_lmin1            One surprise trip coming up.
    p_plyermw_lmin2            Whoever stands on this will get a nasty shock.
    p_plyermw_lmin3            Mine placed.
     
    Player has low health and needs medical attention.
    p_plyermw_low1            [groan] I’m in a lot of pain right now.
    p_plyermw_low2             I should get help for my wounds.
    p_plyermw_low3            I’m hurt badly.
     
    Player has just received medical attention.
    p_plyermw_med1            [sound of relief] This should patch things up.      
    p_plyermw_med2             This should help. 
    p_plyermw_med3             That’s better.  [new improvised line]
     
    Player has been poisoned.
    p_plyermw_pois1            [groan] I think something got me sick.           
    p_plyermw_pois2            [groan] I think I’ve been poisoned.          
    p_plyermw_pois3            [groan] I think something is in my system.
     
    The party is regrouping.
    p_plyermw_rprty1            Everyone’s back again!                   
    p_plyermw_rprty2            OK, let’s get going again.        
    p_plyermw_rprty3            We can get back together now.   
     
    Player character has been selected via the menu.
    p_plyermw_slct1            Yeah?                           
    p_plyermw_slct2            Yes?                          
    p_plyermw_slct3            What?        
    p_plyermw_slct4            Hmm?   
    p_plyermw_slct5            Sure.         
    p_plyermw_slct6            All right.  [new improvised line]
    p_plyermw_slct7           What?
    p_plyermw_slct8            Right.
     
    Lock Picking: Success.
    p_plyermw_slock1            Opened. 
    p_plyermw_slock2            Got it.
    p_plyermw_slock3            Done.
     
    Main Character is going into solo mode.
    p_plyermw_sprty1            I need to go alone for a bit. 
    p_plyermw_sprty2            We’ll just separate for a bit.      
    p_plyermw_sprty3            Let me go on alone for a bit. 
     
    Player is looking out for something.
    p_plyermw_srch1            I won’t miss a thing.           
    p_plyermw_srch2            If there’s something there, I’ll find it.     
    p_plyermw_srch3            Nothing will get by me.  
     
    Stealth mode activated.
    p_plyermw_stlh1            Not even a whisper.   
    p_plyermw_stlh2            I’ll avoid what I can.
    p_plyermw_stlh3            Silent and deadly.      
     
    The weapon used by player character is either broken or inefficient in current attack.
    p_plyermw_tia1            It’s not doing anything.
    p_plyermw_tia2            My weapon isn’t doing anything.
    p_plyermw_tia3            I need a better weapon.       
     
    This mod is only for Knights of the Old Republic 1.  Knights of the Old Republic 2 - although it has the voice files for the male and female PC - that game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own.  Feel free to make your suggestions on workarounds below if you find a suitable one.
     
    Installation:
     
    You'll not be dropping these into your Override like my usual mods.  This time you have new steps to follow.
     
    1) Move the original KotOR1 files that share the file names in this mod to a place you can find them.  (I recommend you place a new folder on your desktop to make your life easier.)  Those files you're looking for will be located in the "Streamsounds" folder.
     
    2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder.
     
    Note: If you're using the mod on Steam, this quote may prove helpful.
     
    “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!”
     
    Uninstall:
    Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder.
     
    Special Thanks:
    This mod would not have happened if not for @UnusualCharactersgenerosity of performing the voice overs,  Thanks, UC!
     
    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. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. 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. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use.

    39 downloads

       (0 reviews)

    0 comments

    Updated

  5. Movie-Style Holograms for End Game Cutscenes

    This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted.
    Before:
     
     
    After:
     
    Changes:
    Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues:
    Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops

    658 downloads

       (2 reviews)

    5 comments

    Updated

  6. Chaos Lightsaber

    Edit: I should give credit where credit is due. So, thanks to rece_w for his tutorial on YouTube. Without it, I likely wouldn't have figured this out 100% on my own. He dropped a pretty significant hint in the video, and that's what got me even trying to make the mod myself in the first place. I will try to link the exact tutorial just below this text, but if it doesn't show up for whatever reason, the title of the video is:
    "Kotor 1 & 2: Custom Lightsaber Tutorial (PC/MAC)"
    Here's the video:
    https://youtu.be/EtxwmXHsIfQ
     
    README:
    Chaos Lightsaber
    Made by: K.O.2 Mods (aka The Frozen One on deadlystream)
    Version: 1.0
    About this Mod:
    As of version 1.0, the item can only be spawned into your game.
    Open the console and type "giveitem g_w_dblsbr043" without quotes, then hit enter.
    This mod might be just a *little* bit Over-Powered for some folks, I don't know for sure though because I usually play with cheats enabled. =P
    This took me most of a day to figure everything out, with minimal/beginner experience modding KotOR. Trust me, if an idiot like me can do it you can definitely do it too.

    Extra Info:
    10 years. 10, long, years I have waited for a mod just like this to appear. Back then it took me a long time to even find just one single image of a mod for KotOR that showed the double bladed lightsaber display both a red and blue color. Now, I've finished up one of my so called "Dream Mods", which are very specific mods that I wished I had years ago regardless if I or someone else made them or not. A decade of waiting for a days worth of work... worth it!

    How to use/activate/enable this Mod:
    Copy all files from the "Chaos Lightsaber Version 1.0" folder and paste them into your Override folder.
    Regarding the uploading of this Mod:
    Please don't upload this mod anywhere without my approval. If you would like to improve on it or add it to a mod collection, please contact me and I'll give you an answer as soon as possible. If I give you the okay, all I ask is for you to give me credit for the mod(s) that I've made.
    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND 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.

    25 downloads

       (0 reviews)

    1 comment

    Updated

  7. Dodonna’s Transmission

    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC I: MODIFICATION
    Dodonna’s transmission mod 1.1
    ========================================================
    Author: danil-ch
    Contact: danil-ch can be reached via pm at deadlystream.
    Name: Dodonna’s transmission
    Filename: [K1]_Dodonna's_Transmission_v1.1.rar
    Original Release Date: 20/08/19
    1. Description:
    ----------
    This mod basically makes PС appear during Dodonna’s transmission (LS version).
     
     
     
    2. Install:
    ----------
    To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR1 folder. Simply run “Transmission.exe”.
     
    3. Uninstall:
    ----------
    To uninstall, replace (or delete) STUNT_42.mod in the game’s Modules folder with the original from the Backup folder created during the installation. Remove m12aa_c05_cam.mdl from the Override folder (Revisited version only).
     
    4. Bugs:
    ----------
    This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
     
    5. Credits:
    ----------
    Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier.
    DarthParametric - For transition to module patching.
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.

    3,276 downloads

       (2 reviews)

    2 comments

    Updated

  8. JC's Vision Enhancement for K1

    Summary
    Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me.
    First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent.
    Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision.
    Installation
    Run Vision_Enhancement_K1.exe. Select which version to install. If you use the KOTOR 1 Restoration. Otherwise, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed file. Compatibility
    This mod is not compatible with any other mods that alter the vision module STUNT_00.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    KOTORMax & MDLEdit – bead-v
    NWMax – Joco
    NWNSSCOMP – Torlack, stoffe, & tk102
    and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me.

    779 downloads

       (3 reviews)

    0 comments

    Updated

  9. TOR Ports: KOTOR Comic Republic Uniforms for K1

    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod.
    Compatibility:
    With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    558 downloads

       (1 review)

    17 comments

    Updated

  10. [K1] Creatures and Armors TXIs

    ////////////////////////////////////////////////////////////////////////////////
    /*    [K1] Creatures and Armors TXIs [Modder's Resource]
        
        "TXI files, or TeXture Information files, are text files that control and
        add special effects, shaders, animations, blending etc. for an associated
        texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA."
        - Czerka Corp. R&D Wiki
        
        This is the compilation of TXI/text format that the game uses to store
        *creatures and armors* texture information - such as shaders and animations
        that control how they're rendered in-game. This resource main purpose is to
        act as supplementary to modders' modified TGA files and/or alternatively
        a fix to transparency problems that often occurs.
        
        This only covers *creatures and armors* and not area textures. Some could
        be missing from the pack though I'm sure they're pretty much everything
        that is necessary. Drop comments or report to the mod's support page for
        this pack to be updated or troubleshooting matters.
        
        Installation: as a mod; all files have to be dropped to the Override
        folder, and if necessary should be installed first before all the others.
        
        08/17/2019                                                             */
    ////////////////////////////////////////////////////////////////////////////////
    //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt
    //:: dumps script - DarthParametric
    //:: Compiled By: ebmar
    //:: Hosted By: DeadlyStream
    //:: Report & Feedbacks: Snigaroo/Sniggles
    ////////////////////////////////////////////////////////////////////////////////
    //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty

    18 downloads

       (0 reviews)

    0 comments

    Updated

  11. [K1] Republic Soldier's New Shade

    This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version.
     
    # Background #
    The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance.
     
    # About this Mod #
    Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format:
    [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first.
     
    # Final Remarks #
    There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod.
     
    Hope you enjoy the mod as much as I do!
     
    Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button!
    Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated]
    Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed
    Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome.
    Credits:
    The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb

    331 downloads

       (1 review)

    7 comments

    Updated

  12. Remove Restrictions for Force Powers by Armors

    Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1.
     
    So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so...
     
    Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work.
     
    NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown...

    6,548 downloads

       (9 reviews)

    2 comments

    Updated

  13. Bastila on Korriban - K1R Version

    Bastila on Korriban - K1R Version
    By Fair Strides
     
    Description:
    This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game.
     
    Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going.
     
    In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines.
     
    Installation:
    Simply run the TSLPatcher and direct it to your KotOR 1 folder.
     
    Uninstallation:
    Delete the following files from your Override folder:
    k_sup_galaxymap.ncs
    fs_bast_disable.ncs
    ebo_bast_vision.dlg
     
    And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher.

    4,408 downloads

       (7 reviews)

    2 comments

    Updated

  14. KotOR Skills Rebalancing Mod

    This is my first mod for a KotOR game, I started modding about a week ago after several years of mod using beacuse of various things I wanted in a mod but hadn't been done yet, so I decided to learn so I could do them myself. One main one was this. I always felt the sentinel was a bit imbalanced in K1, that the measly 1 extra skill point didn't make up for what was lost in the way of combat and force. Plus the fact that the only combination to get all 8 class skills required the consular, when the sentinel was supposedly the skill focused class....
     
    Anywho, this started off as a little mod to tweak the class skills and skill points of the sentinel for me to use, I wasn't originally intending for it to be big enough to upload, but it kind of snowballed. Now it changes skill point gains and class skills for all the classes, with K2 as a guideline. It couldn't be exactly the same, mainly beacuse the way K2 uses the intelligence modifier is different, and it has class skill feats, whereas K1 uses the base class/jedi class combination to determine class skills. However, I do think the skills are more balanced overall now, though this is still a Beta, and I've only tested it with the sentinel, so it may need a bit more tweaking to get the balance right. Overall, I've changed not just the jedi classes for better balance, but the base classes too, mostly to help balance the jedi classes as the input base class does determine a few things in the way of skills, and partly to balance them better, as I always felt the scout and scoundrel didn't have quite enough "skill power" to make up for their lack of combat skills compared to the soldier. The readme has complete details on all the changes.
     
    Something else included with this mod is a fix for the droid class feat gains, done so the rebalance with their skills could be accurate, as in vanilla, just like K2, the feat gains are the wrong way round, with expert droid gaining more than combat droid, so a fix for that is included. As mentioned, I've tweaked the droid skills too, again, see the readme for exact details. Please note that this fix is optional, but recommended, otherwise the droid classes will be a tad imbalanced
     
    A little bonus, entirely optional, which again started out just for the sentinel to help with the balance and snowballed, is 2 unique items for each class. Originally it was a couple of special stealth units for the sentinel to reflect the skill balancing, think K2 Watchman, but I decided to give the other 2 classes a little something extra too, hopefully they won't be too imbalanced, but this is still a beta. In short, you'll only get the 2 items for your class in a single playthrough, and they are class restricted. First is from Zhar after dealing with Juhani one way or another, the second is in the temple catacombs on the unknown world. Consular gets a couple of special armbands, and guardian gets a couple of special saber crystals. Again, this is an entirely optional bonus included in a separate folder, so it's easy to just install the rebalance, which is the main purpose of this mod.
     
    The readme has all of the details, but that's the brief summary. I'd very much appreciate feedback and any discovered bugs, though I have tested it thoroughly twice, the latter with K1R installed too, and had feedback from others who have used it, obviously that doesn't mean there aren't any bugs
     
    One last thing I'd like to point out is that, apart from the droid feat gain fix, feats and force powers haven't been modified at all. This is a skill rebalancing mod.
     
    Enjoy
     
    Any mod compatibility you'd like to know about, please ask, taking requests for that now I've finished a playthrough with this mod and K1R.

    2,143 downloads

       (5 reviews)

    6 comments

    Updated

  15. KotOR Droid Feat Gain Fix

    The separate Droid Feat Gain Fix originally found in my Skills Rebalancing mod, meant to put this up separately for a while as surprisingly it doesn't seem to have
    been done as a separate mod already, finally got round to it.
     

    The feats of the 2 droid classes were the wrong way round in vanilla, with combat
    droids gaining less than expert droids, rather than more as was supposed to happen, this is now fixed.
     
    Please note, this is definitely a fix, I know the original way round wasn't intended because
    in the files, the droids were using each other's feat tables, which was the cause
    of the Expert droid incorrectly gaining the number of feats the Combat droid was
    supposed to have, and vice versa.
     
    P.S. Not really sure how to upload a screenshot for this mod, as things like droids gaining feats happens in the base game.......

    6,015 downloads

       (12 reviews)

    4 comments

    Updated

  16. Dak's Vibroblade

    ReadMe - Dak's Vibroblade
     
    Description:
    Adds a sword, "Dak's Vibroblade", into the game. Has a unique model and its own custom icons.
     
    Notes:
    Use the cheat "giveitem dd_daksword" (without quotes) to get it.
     
    This sword will be featured in an upcoming pack.
     
    Permissions:
    You can use this in your own mod if you want, but I would appreciate it if you would just let me know. Contact me at dakdrexl@gmail.com
    or Dak Drexl on LucasForums.
     
    Enjoy!

    1,153 downloads

       (0 reviews)

    0 comments

    Updated

  17. Hide Weapons in Cutscenes - K1 Version

    Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version.
     
     
    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Hide Weapons in Animations - K1 version
    ========================================================
     
    Author: Darth Hayze
    PM: Contact me at the Deadly Stream Forums or on ModDB
    Name: Hide Weapons in Animations - K1 version
     
    Filename: hidden_weapons.rar
    Date Released: 9/21/12
     
    1. Description:
    ----------
    This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
     
    Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder.
     
    Run install.exe and click install
     
    Note: a new folder named "backup" will be created during instalation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
     
    3. Uninstall:
    ----------
    The files listed below may have been modified during the installation of this mod:
     
    Within "...SWKotOR2\Override"
     
    animations.2da
     
     
    Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
     
    To uninstall;
    1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
     
    4. Bugs:
    ----------
    I am unaware of any bugs, if installed correctly. Please let me know if you encounter any.
     
     
    6. Distribution Notes:
    ----------
    This mod may not be modified or distributed without the explicit permission of the author, which is me.
     
    7. Thanks:
    ----------
    My thanks go out to modders everywhere
     
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.

    2,409 downloads

       (6 reviews)

    3 comments

    Updated

  18. Quanons and Marius Praetorian Armour Pack

    This mod will install a unique armour for your
    Jedi Character. Nothing gets replaced, the armour works as a disguise.
    Like the Sith armour or the Tusken Raider clothes in the game.
     
    Because the armour works as a disguise you automatically also wear the helmet.
    Though I've included the helmet as a seperate item, so it can be used with
    any other armour/ clothing from the game to.
     
    Happy gaming!

    501 downloads

       (2 reviews)

    1 comment

    Updated

  19. Cassus Fett’s Unique Armor

    Author:
    Kainzorus Prime
     
    Mod Name:
    Cassus Fett’s Unique Armor
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    This mod adds an unique Mandalorian Neo Crusader appearance to Cassus Fett’s Battle Armor, while not affecting the three regular Mandalorian types seen in the game.
     
    2. Installation:
    =========
    Run the patcher, find the armor in the game.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    Zbyl2 - Patcher help.
     
    4. DISCLAIMER:
    ===============
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
     
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
     
    Obsidian are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

    1,485 downloads

       (8 reviews)

    2 comments

    Updated

  20. HD Fire and Ice, Whee!

    Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1.
     
    Fire Files:
    fx_fireball01.tga
    fx_flame.tga
     
    Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect).
    The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges.
     
    The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair.
     
    Ice Files:
    fx_crystal01.tga
    fx_reflectmap.tga
     
    The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap."

    9,287 downloads

       (6 reviews)

    1 comment

    Updated

  21. Force Lightning and Death Field

    Hi-Res Beam Effects for K1
    ==========================
    by Darth InSidious
    ==================
     
    Description
    -----------
    This mod replaces the Force Lightning and Death Field beam effects with higher resolution versions.
    It is meant to be used in conjunction with my "Hi-Res Beam Effects" mod for KotOR 1, but can be used on its own, or for KotOR II if you so wish.
     
    Installation
    ------------
    Just drop the file Fx_Lightning.tga in this archive into your Override folder.
     
    Uninstallation
    --------------
    Take the file out again.
     
    Legal Disclaimer
    ----------------
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.
     
    Thanks to:
    ----------
    TriggerGod, whose mod inspired me to make this one;
    Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects;
    Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
    KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ;
    Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .

    1,507 downloads

       (3 reviews)

    2 comments

    Updated

  22. Broken Bottle for KotOR

    Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version.
     
    Darth Insidious' Broken Bottle
    ------------------------------
     
    Description:
    ------------
     
    Bludgeoning Damage Bonus +2
    On Hit Attribute Damage Constitution DC10
    Attack Penalty -1
    Attribute Penalty Dexterity -10
    Decreased Skill Modifier Awareness -2
    Reduced Saving Throws Reflex -4
     
    The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes.
     
     
    A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
     
    The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
    in the right hands it can be a devastating weapon.
     
    Installation:
    -------------
    Place all the files in the archive except this file into the Override folder in your SWKotOR folder.
     
    Uninstallation:
    ---------------
    Remove the aforementioned files.
     
    Contact
    -------
    Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com
     
    Legal Disclaimer:
    -----------------
    All materials and copyrights belong to LucasArts and Bioware.
    KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith.
    Also, if you're going to re-use this, or any part of this mod in another
    mod and upload that mod somewhere, you MUST seek my permission first. In the
    unlikely event that I say no, don't go ahead and upload it anyway.
    That is a sure-fire way to annoy me. Likewise if you intend to upload this mod
    anywhere other than where it is now.
     
     
    Thanks to:
    ----------
    Darth333 for her scripting advice and tutorials,
    T7Nowhere for his modelling tutorial,
    The kind members of Holowan Labs,
    LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise.

    268 downloads

       (1 review)

    1 comment

    Updated

  23. Visually Distinctive WeaponTypes

    This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS.
     
    Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited.
     
    Installation:
    This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing.
     
    <</ Notes for update for 1.1
    There were a few files that I somehow forgot to include in the original installation TSLPatcher.
    So if you already installed my version 1.0 of this mod, I have included in this download the fixed files
    to be dropped into the Override, so that you won't have to reinstall this mod.
    However, the TSLPatcher will now install everything properly as well.
    Uninstallation:
    Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well
     
    Permission:
    Please don't this in your mod without my permission
     
    Thanks:
    Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible,
    Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268
    , FairStrides for his input and initial testing
    , SithHolocron for the assistance and advice
    , The rest of the DeadlyStream community for remaining helpful and supportive for all of this time,
    and George Lucas for creating Star Wars in the first place

    2,254 downloads

       (9 reviews)

    6 comments

    Updated

  24. Ajunta Pall's Swords Revamped

    Hey guys! What's going on? I've got a quick little mod that changes something that always annoyed me in K1. When you got Ajunta Paul's swords in his Tomb, they were basically useless. They didn't have any stats, you couldn't sell them for anything, so what was the point of using them other than looking cool? Anyways, I'm here to fix that! I made all four of the swords found in his tomb useful! I edited the stats, and made them avaialbe to actually sell for credits! But be aware, if you sell them you better have some credits in-store to buy them back!
     
    NOTE: If you have the Weapon Model Overhaul Texture Rework, there is a version of my mod that is compatible with that mod (due to one of the files being the same)
     
    NOTE 2: In the picture, not all stats are displayed. Also, the game glitches out some stats, and includes them twice. When you are actually using the weapons though, the stats are not doubled. It's just the game being weird.

    10,407 downloads

       (5 reviews)

    6 comments

    Updated

  25. Energy shield damage fix

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120.
    I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first.
     
    This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives.
     
    Using the TSLPatcher, compatibility is ensured.

    10,889 downloads

       (8 reviews)

    2 comments

    Updated