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  1. KOTOR 1 Community Patch

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent.
    A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file.
    List of Contributing Authors (alphabetical):
    A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation:
    Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
    Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first.
    N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.
    It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
    Translation:
    The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal.
    Traduction (Français - Harlockin):
    Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude.
    Переводы (Русский - olegkuz1997):
    Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно.
    Compatibility/Known Issues:
    K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible.
    K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know.
    The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/
    These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve:
    https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues
    If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder.
    Uninstallation:
    Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed.
    Permissions:
    Due to this mod being a compilation from many different authors, please do not distribute/rehost it.
    Acknowledgements:
    All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
     

    202,550 downloads

       (19 reviews)

    260 comments

    Updated

  2. 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.

    94,614 downloads

       (41 reviews)

    102 comments

    Updated

  3. Brotherhood of Shadow: Solomon's Revenge

    WARNING:
    You must download all seven (7) parts of the BoS 1.0 before trying to unpack them. The unpacker should unpack them all in a row if you start unpacking the .part01.rar file!!!
     
    A note about the 1.5 bundled release:
     
    The 1.5 bundled release has some bugs fixed, but it is also in preparation for an eventual 2.0 release that will only have 1 installer. This 1.5 release still has both the 1.0 and the 1.1 downloads, so you will need to download both files.
     
    Bugs fixed by this bundled release are listed below.
     
    This pack includes several fixes for BoS:SR, done by LiliArch. Source files included.
     
     
    Original 1.0 Review from Filefront:

     
     
    Original 1.1 Review from Filefront:

     

    77,292 downloads

       (28 reviews)

    139 comments

    Updated

  4. JC's Fashion Line I: Cloaked Jedi Robes for K1

    Summary
    This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly.
    There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red- Blue Alternative is a mix of these styles. It retains the color scheme of the Brown-Red-Blue option while keeping the variety of the 100% Brown option. Dark Jedi robes, of course, are always black.
    All styles come with or without gloves for your player character and some non- player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone.
    Installation
    Extract files from the downloaded archive. Run Install.exe. Select one of the six install options:
    a) 100% Brown
    b) 100% Brown (No Gloves)
    c) Brown-Red-Blue
    d) Brown-Red-Blue (No Gloves)
    e) Brown-Red-Blue Alternative
    f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation
    Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata:
    k_bbb – 100% Brown
    k_brb – Brown-Red-Blue
    k_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation.
    Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility & Other Notes
    This mod is not compatible with my Cloaked Hybrid Robes mod; you have to pick one or the other.
    This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod.
    This mod is likely not compatible with other mods that alter the Jedi robes.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    48,569 downloads

       (7 reviews)

    116 comments

    Updated

  5. NPC Diversity Pack [Beta/K1]

    NPC Diversity Pack [K1]
    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    0.8.0 Beta Release Date: 04.04.2024

    Installation:
    Please install the K1 Community Patch FIRST before this mod!
    If you plan on using it, install the Unofficial K1CP Tweak Pack mod SECOND (This mod is optional and is NOT required for this mod to work)!
    Once you click on the HoloPatcher.exe, you'll be given a few install options.
    1) Main mod: Installs the actual mod (edits over 600 NPCs so this may take a few minutes to install).
    2) Player Head Commoners: This install will add new commoner NPCs who use the player heads. This option will greatly diversify the Kotor galaxy as there are so many player head commoners it's unlikely you'll see them twice in one playthrough, and it greatly reduces the already existing generic commoner heads. If a player head commoner uses the player's head, it will be swapped for another head (So if you're playing Mullet Man then the Mullet Man who appears in-game will use a different head). You WILL have to install this option AFTER the main mod.

    Description:
    As with many modders, I have a vision for a comprehensive NPC Overhaul. This mod is currently in a BETA stage, whilst I don't expect bugs, I do expect player criticism/feedback alongside reports of possible mod conflicts with certain mods... updates will be released to fix any possible bugs, add popular player suggestions, possible hotfixes for incompatible mods and new content as they become possible.
    What does this mod do?
    This mod is comprised of several smaller mods that have been merged into one big mod, resulting in an immersive NPC Overhaul which is compatible with the K1 Community Patch.
    This mod swaps the heads of hundreds of NPCs to prevent the 'clone' effect, it replaces the low poly Lite NPCs with actual NPC appearances, it diversifies the clothing, armor and weapons worn by NPCs without touching any of the NPC Loot drops, it modifies the .GIT files in some areas to remove duplicated NPCs, it swaps the soundsets of over 200 NPCs so that the enemies you fight have a truly random "death grunt" sound as they die and MORE! With this mod, over 600 NPCs will be affected (including NPCs which are commonly affected by other mods). 
    It is HIGHLY advised to install this mod (AFTER the K1CP mod) BEFORE you install any new appearance mods. For example, Galaxy of Faces is a mod which adds new appearances. Installing the NPC-DP BEFORE that mod will allow you to have GoF appearances alongside the NPC-DP's NPC Overhaul.

    Known Bugs:
    This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.

    Incompatibilities:
    Please report any incompatibilities!
     
    Player head commoners are affected by player head reskins, if you install weird player head reskins (The Mullet Man to DC Universe Joker for example) then the player head commoner with Mullet Man's head will use that skin.

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.

    Thanks to:
    ebmar: For his attempt at fixing a problem with the TSLPatcher pre-0.4.1!
    JCarter426/DarthParametric: For pointing out major flaws with the old TSLPatcher setups.
    SpaceAlex: For fixing the old clothing bug in his K1 Enhancement Project for which his fix was carried over to this mod!
    Cortisol/th3w1zard1: For the HoloPatcher!
    Fred Tetra: For Kotor Tool!
    Bioware: For such an amazing game!
    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.

    1,275 downloads

       (1 review)

    91 comments

    Updated

  6. Revan's Hoodless/Maskless Flowing Robes For K1

    This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask.
    Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted.

     

     
    This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here:
    http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/
    Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts.
    How to Obtain:
    The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave:
     

    In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list.
    Notes:
    This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5.
    The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models.
    The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here:
    http://deadlystream.com/forum/files/file/466-revans-jedi-robes/
    Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well.
    Known Issues:
    There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related.
    Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future.
    If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error.
    Acknowledgements:
    Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files.

    8,869 downloads

       (12 reviews)

    82 comments

    Updated

  7. KotOR High Resolution Menus

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over.
    Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen.
    This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS.
    The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions:
     
    Installation
    Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder.
    The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version.
     
    Uninstallation
    Remove the GUI files, restore the original backed up version of your swkotor.exe file.
     
    IMPORTANT NOTES:
    This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements.
     
    Thanks
    DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications.
    tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running.
     
    Known Issues
    The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this.  
    Upgrading
    1.4 to 1.5:
    If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading
    1.3 to 1.4:
    If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading
    1.2 to 1.3:
    Copy all the .gui files to your Override/ Upgrading
    1.1 to 1.2:
    Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading
    1.0 to 1.1:
    Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/

    174,321 downloads

       (26 reviews)

    76 comments

    Updated

  8. High Quality Skyboxes II

    ABOUT:
    This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch.
    This includes a replacement of every skybox model to fix all the glaring issues with the original.
    There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox.
    Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes.
    Click the following image to see additional interactive screenshot comparisons:

    There are also add-ons with new skyboxes for the following mods:
    Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done.
     
    INSTALLATION:
    If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues.
    For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine.
     
    COMPABILITY:
    This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod.
     
    PERMISSIONS:
    You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit.
     
    CREDITS:
    This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used:
    KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by:
    Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.

    110,608 downloads

       (54 reviews)

    66 comments

    Updated

  9. Diversified Jedi Captives on the Star Forge

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another.
    Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender.
    For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below).
    Known Issues:
    WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility:
    The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements:
    Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.

    35,350 downloads

       (13 reviews)

    60 comments

    Updated

  10. Recruitable Maxis

    Recruitable Maxis Mod
     
    Description:
    This mod will add a new character to KotOR called Maxis Lawquane, a merchant you will encounter on Tatooine and eventually add to your party on Yavin. A new game is recommended to get the most out of this mod.
     
    Maxis has a quest just like the rest of your party. As you gain levels, more dialogue will be available with Maxis which will further his quest. I recommend you add Maxis to the party as early as possible so you don't miss out.
     
    You will have the option to train Maxis as a Jedi or a Sith, which will affect his fate at the end of the game.
     
    Access to the Shyrak Caves is required to complete Maxis' story, so don't finish Korriban before you finish Maxis' quest.
     
    Instructions (if you don't want to know what happens in his quest or what to do, don't read this):
    First you meet Maxis in the first module of Tatooine, situated to the left of the Ebon Hawk. There you can buy items from him; activate his sidequest; or, if you really want to, kill him.
     
    Once you activate his quest, go to the Czerka offices and get in to a fight with the Rodian you'll find there. Once you've got the datapad from him, go back to Maxis for a reward. At this point, he leaves Tatooine and you can go and find him on Yavin.
     
    To find him there, talk to Suvam Tan asking where he is. Maxis will appear and you can talk to him a bit more, and convince him to join your journey. He replaces T3-M4, whom you must sell to Suvam Tan in order to recruit Maxis. If you miss T3, don't worry, because he'll remain on the station and you can talk to him there.
     
    After that, you have to level up a bit while talking to Maxis to continue the quest. Once you've finished the dialogue about returning to fight the Trandoshans, go back to Tatooine and you will be ambushed upon leaving the Ebon Hawk. This is a very difficult fight, you face off against 4 Trandoshans and their leader. Luckily, you'll get some custom loot as a reward.
     
    After a couple more interactions, Maxis will stop wanting to speak to you. To complete the quest, you must talk to a Twi'lek found in the Czerka office on Dreshdae. Then you can talk to Maxis, and you will convince him to come with you to the Shyrak Caves to find a holocron.
     
    The Glysh Family:
    In version 1.4 I added the Glysh Family to this mod, and it's been expanded upon in Version 1.5.
     
    The Glysh Family is a subplot that's intended to run through the entire game, but intersects with Maxis' story. Throughout the game you will come across members of the Rodian crime syndicate. In order to help Maxis on Tatooine, you have to kill one of the higher ups of the family, which causes them - and their leader, the mysterious Raika Glysh - to hunt you across the Galaxy.
     
    Installation:
    Just let the TSLPatcher do its thing.
     
    Compatibility:
    I can assure compatibility with K1R. For compatibility with Recruitable Kay, go to the folder labeled Recruitable Kay Compatibility and run the TSLPatcher. DO THIS AFTER INSTALLING BOTH MODS FIRST.
     
    If you encounter or suspect any compatibility issues with any other mods, please PM me on DeadlyStream and I will be more than happy to try and fix it for you.
     
    Bugs:
    Maxis looks a little odd on the level up screen, which I believe is because he replaces T3-M4. It's nothing more than a visual problem, and has no impact on gameplay so I wouldn't worry about it.
     
    If you come across any other bugs or miscellaneous problems please PM me!
     
    Uninstallation:
    Place all the files in the backup folder in to your Override and delete all files from tslpatchdata that are present in the Override.
     
    Special thanks to Fair Strides, Kexikus, Darth Parametric and others on DeadlyStream who helped and answered my many questions for various parts of this mod. Without that help this mod wouldn't exist.
     
    Special thanks to UnusualCharacters for providing voiceovers for Sith Troopers and Carth on the Leviathan.

    1,135 downloads

       (6 reviews)

    58 comments

    Updated

  11. [KotOR] NPC Overhaul Mod

    Author:
    Kainzorus Prime
     
    Mod Name:
    KotOR NPC Overhaul Mod
    *************************
    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 attempts to rectify the clone effect as much as possible by differentiating the characters where applicable, reassigning the sound sets and giving the characters different equipment to fit better with the story.
     
    2. Installation:
    =========
    Run the patcher and let it do its magic. If you also use the Sunry Murder Recording Enhancement mod, copy the .mod file from the compatibility folder and overwrite the one in the game's "modules" folder.
     
    3. Compatibility:
    =========
    The patcher ensures compatibility with most other mods, except those which also use .mod files that alter the same areas as this mod.
     
    A compatibility patch for Sunry Murder Recording Enhancement mod is included.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    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.

    17,020 downloads

       (18 reviews)

    48 comments

    Updated

  12. KSR 2022

    KotOR Saber Replacement 2022 (KSR)
    ===========================
    Author: Kaidon Jorn
    July 2022
    This saber mod was built using the K1CP mod. It is mandatory that it be installed before this mod. 
    You must also upon installation open up the swkotor.ini and under [Graphics Options]change the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Objects=1" putting spaces between words.
    So here's a little thing I whipped up....
    In this mod for Knights of the Old Republic, all Jedi party members and force wielding NPC's will come with their own unique lightsaber models. 
    These hilt models from my stash have been updated with Crazy34's new lightsaber blade models with ambient lighting. There are also several unique lightsabers that will drop from enemy npc's or come as rewards for quests on each planet in the game. All saber textures have been redone to some extent in an attempt to update this mod from the old SotOR mod. 
    ===================================================================================================================

    Installation: Run the .exe file after installing K1CP.
    Removal: A backup folder was created in the KSR main folder on installation, just replace all files into their relevant folders.
    Then delete all lightsaber files and dialog files that came with this mod within the Override folder.

    Thanks to: Crazy34 for his great work on new lightsaber blade models, and allowing me to convert my hilts to use his blades. Thanks to SithSpectre for the use of his Unstable Blade texture.
    JDub96 for helping out with *most* of the saber descriptions and giving me ideas on where to place them.
    FairStrides and Darth Parametric for all the scripting help and suggestions.
         
    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.

    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 THESE FILES.
        
         
         

      

    1,213 downloads

       (3 reviews)

    40 comments

    Updated

  13. SITH BASE Complete Overhaul (Taris & Manaan)

    This is the next part of an ongoing series.
    The purpose of this mod is to bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch.
    The Overhaul also contains sophisticated Mass Effect 3 orientated high Quality animations.
     
    Update 3.0 out now! Safe to upgrade from 1.0 - and for those who downloaded 1.0 i highly recommend to get 3.0 since the difference is huge.
     
    This is a huge one - to catch the flair of SWTOR all animations have been redone from scratch again - the floor now contains cubemap based reflections & scratches.
    Further a new kolto animation & a HQ metalic tech texture have been implemented.
     
    Installation:
    Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, then move the contents to your game's override directory
     
     
    Compatibility:
     
    This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that)
    Just to be on the safe side, i recommend to install my mod last.
    Beside that it should be compatible with everything that doesnt retexture the Sith Bases either at Taris or Manaan.
     
    Credits:
    I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible.
    I also want to thank Xarwarz for using the hex edited mdl & mdx files from his Overhaul. That allowed me more variety on my panel retextures.

    95,754 downloads

       (28 reviews)

    39 comments

    Updated

  14. Revan's Head

    A Mod for Star Wars Knights of The Old Republic
    Author: Darth Vhail
    Release Date: 05.11.2016
     
    ->Description:
    This mod changes the appearance of the fourth caucasian male head to resemble Revan from the SWTOR game.
    There are two variations: one with scares, and one without. They both are complete with dark side transitions and portraits.
     
    ->Installation:
    Choose which skin variant you prefer, then copy the files from the corresponding folder to your KotOR override folder.
    To uninstall, simply delete the files.
     
    The are also two alternate portraits folders.
     
    ->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.

    14,230 downloads

       (24 reviews)

    39 comments

    Updated

  15. Diversified Wounded Republic Soldiers on Taris

    Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris.
    In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room.
      The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model.
    Installation:
    The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues:
    This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility:
    Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements:
    Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX.

    32,714 downloads

       (14 reviews)

    38 comments

    Updated

  16. Repeating blaster attacks restoration

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.
    Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.
    Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise.

    Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)

    Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.

    31,944 downloads

       (2 reviews)

    37 comments

    Updated

  17. JC's Jedi Tailor for K1

    Summary
    This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.
    The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.
    I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.
    To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.
    You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.
    Installation
    Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.
    This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.
    This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.
    This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey).
    The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.
    The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    LipSynchEditor – JdNoa
    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.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    33,073 downloads

       (2 reviews)

    36 comments

    Updated

  18. Weapon Model Overhaul Texture Rework

    The goal of the Weapon Model Overhaul Texture Rework is to make use of wonderfully made weapon models, created by Toasty Fresh, in order to replace the vanilla weapons models and textures with high quality, high resolution ones, that still look and feel like the original game's weapons.
     
    NOTE: THIS MOD NEEDS TOASTY FRESH'S WEAPON MODEL OVERHAUL IN ORDER TO WORK PROPERLY! INSTALL IT FIRST! DOWNLOAD HERE: http://www.lucasforums.com/showthread.php?t=213484

    10,674 downloads

       (16 reviews)

    35 comments

    Submitted

  19. PC Response Moderation

    Author:
    Kainzorus Prime
     
    Mod Name:
    PC Response Moderation
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    Ever since my first playthrough, I always found some of the PC responses to range from jarring to downright idiotic. Mainly the ones ending with exclamations.
    The light side responses sounded childish, naive and overly enthusiastic at random points, rather than adhere to a code which said to moderate emotions.
    The dar kside responses on the other hand lacked any sort of finesse, and sounded like they were spoken by a perpetually angry pubescent child.
     
    This mod was designed to tone down these particular sets of responses by removing the exclamations and replacing them with fullstops, and/or rewriting the lines to more apropriate ones.
     
    2. Instalation:
    =========
    Unpack the dialog.tlk file into the main KotOR directory. When asked to overwrite the original, select yes.
     
    3. Usage
    =========
    The mod will replace the lines as soon as the dialog.tlk is placed into the main KotOR folder.
     
    4. REMOVAL:
    ===========
    Download default dialog.tlk file here - http://www.starwarsknights.com/tools.php#de
     
    Replace the modded file with the one downloaded from the link above.
     
    5. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    6. 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 Odyysey 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.

    25,465 downloads

       (21 reviews)

    35 comments

    Updated

  20. ENDAR SPIRE Complete Overhaul

    This is the first part of an ongoing series.
    The purpose of this mod is to bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch; the big animated screen on the bridge comes with whooping 81 pics and 5k resolution for maximum quality.
    Update 2.0 brings brand new lighting to the ship, utilising warmer colors like in SWTOR, as well as new polished window frames & a new Planet retexture.
     
    Update 3.1 out now!
    It brings a lot of visual improvements over previous versions - new doors, animated consoles & more....
     
    Video covering mod Showcase (Ver. 1.0) / Installation Process:
     
     
    Installation:
     
    Download the file, extract its contents with an archive extraction tool such as WinRAR or 7zip, and move the contents to your game's Override directory
     
    Compatibility:
     
    This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that)
    Just to be on the safe side, i recommend to install my mod last.
    Beside that it should be compatible with everything that doesnt retexture the Endar Spire or the Stars/ Planet Taris outside.
     
    Credits:
    I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible.
    Also a big thanks goes to Xuul for making one of his fantastic videos for this mod.
     
    Enjoy!

    84,104 downloads

       (32 reviews)

    33 comments

    Updated

  21. High Quality Blasters

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION


     


    High Quality Blasters



    By Sithspecter


     

    Description:
     
    When Knights of the Old Republic won Game of the Year in 2004, none of the awards were for the blaster models. While the storyline and gameplay are top notch, the default weapons are sadly lacking in quality. Extremely low polygon models combined with 64 px by 64 px textures make them horrendous to look at. On my last playthrough of KotOR, I had enough of the ugly blasters. Who wants to pay thousands of credits for a terrible looking grey-ish blob that's supposed to be a top notch firearm? Nobody, that's who! So I sought out to fix this problem and provide high quality models and textures.
     
    This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your KotOR override folder for years to come.
     
    Use:
     
    Use of High Quality Blasters is extremely easy. Put all the files in your Override folder, then play the game. That's it!
     
    The new models will automatically appear when you load up your last save.
     
    However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected:
     
    Baragwin Assault Gun
    Baragwin Disruptor-X Weapon
    Baragwin Heavy Repeating Blaster
    Baragwin Ion-X Weapon
    Carth's Blaster
    Genoharadan Blaster
     
    What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. If you start a new game, everything will appear properly. This will not negatively affect the gameplay in anyway.
     
    A note about the Sith Sniper Rifle:
     
    I discovered that the Sith Sniper Rifle is widely used as a blaster wielded by Sith Troopers. It looks somewhat comical used by them (predominantly fired from the hip). So, I have included something of a patch that allows the Sith Troopers to use a regular looking version of it with the new texture. The Sniper version can be found at Kebla Yurt's store in the Upper City North of Taris and in a container in the Sith Academy on Korriban. If you want to cheat more Sith Sniper Rifles that look like a sniper, use the following code:
     
    giveitem g_w_blstrrfl006
     
    Installation:
     
    1. Run "High Quality Blasters Installer.exe" in the zip file.
    2. Follow the on screen instructions, and point the Installer to your game folder (not Override folder)
    3. Profit
     
    Version 1.1:
     
    If you have installed High Quality Blasters previously, you can install this version over it and it will still be fine. However, if you want to fix the bug of the blaster randomly appearing under the Ebon Hawk on Tatooine, you must remove the following files (make sure of exact filenames):
    w_ionrfl_004.mdl (NOT w_ionrfl_04.mdl) w_ionrfl_004.mdx (NOT w_ionrfl_04.mdx)

     

    INCOMPATIBILITY:
     
    IF YOU HAVE TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK, YOU SHOULD BE ABLE TO INSTALL THIS MOD OVER THOSE MODS WITHOUT AN ISSUE.
     
    HOWEVER: DO NOT INSTALL TOASTY FRESH'S TOTAL WEAPON OVERHAUL OR FALLEN GUARDIAN'S WEAPON MODEL OVERHAUL TEXTURE REWORK OVER THIS MOD. IT WILL LIKELY CAUSE THE TEXTURES TO BE WRONG.
     
    Bugs:
     
    Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
     
    Changelog:
     
    Version 1.1:
     
    Fixed an issue where a blaster rifle randomly appeared under the Ebon Hawk on Tatooine.
    Fixed an issue where Bith instruments were replaced by pistols.
    Fixed the Assassin Droid and War Droid models to accept the high quality repeating blaster texture for their weapons.
     
    Credit:
     
    Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod.
    Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this modafter your High Definition Skyboxes mod.
     
    Permissions:
     
    Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
     
    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.

    53,200 downloads

       (29 reviews)

    33 comments

    Updated

  22. Effixian's PMHC04 from K2 to K1

    ***************************
    Knights of the Old Republic
    ***************************
    TITLE: Effixian's PMHC04 from K2 to K1
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
    ************
    DESCRIPTION
    ************
    This mod replaces PMHC04 (a.k.a. "Mullet Man") with PMHC04 from KotOR 2 (a.k.a. "Jesus"). As requested by KohlKatarn & valten7.
    *************
    INSTALLATION
    *************
    Unzip. Copy the files inside the folder to your game's Override folder.
    *****
    BUGS
    *****
    There's a clipping issue with the eyelids/eyes at the very start of the game, when your character has its eyes closed/is sleeping.
    *************
    UNINSTALLING
    *************
    Remove from the Override folder:
    - pmhc04.mdl
    - pmhc04.mdx
    - PMHC04.tga
    - PMHC04A.tga
    - PMHC04d.tga
    - PMHC04d1.tga
    - PMHC04d2.tga
    - PMHC04d3.tga
    - PO_pmhc4.tga
    - PO_pmhc4d.tga
    - PO_pmhc4d1.tga
    - PO_pmhc4d2.tga
    - PO_pmhc4d3.tga
    *******************
    DISTRIBUTION NOTES
    *******************
    You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mod if you simply ask me.
    *********
    THANKS TO
    *********
    - Fred Tetra's Kotor Tool
    - bead-v's MDLEdit
    - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit
    -------------------
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    1,950 downloads

       (0 reviews)

    33 comments

    Updated

  23. [KotOR] Prequel Robe Replacement

    Author:
    Kainzorus Prime, Darth DeadMan
     
    Mod Name:
    KotOR Prequel Robes Replacement 1.1
     
    *************************
    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 replaces the default Jedi and Dark Jedi robes with the styles seen in Episode I-III. Includes new icons, texture for Qel-Droma robe, optional replacement for Jedi robes worn by NPCs, as well as optional replacement for Star Forge/Darth Revan’s robes.
     
    2. Installation:
    =========
    Copy the files from the Main Mod folder into the Override. Overwrite all if prompted. Install optional components from specified folders into the Override as you want.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    Varsity Puppet - Discovered the cause of model crashes on macs; fixed half the models.
     
    Fair Strides - Fixed the other half of the models; relayed information between Kainzorus and Varsity Puppet.
     
    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.

    25,701 downloads

       (17 reviews)

    32 comments

    Updated

  24. MANAAN Complete Overhaul (animated)

    This is the next part of an ongoing series.
    The purpose of this mod is to shrug off the years from old Kotor engine, and bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch.
    The Overhaul also contains sophisticated SWTOR orientated high Quality animations and cubemap based lights & shine on surfaces.
     
    3.0 Huge Update! This one completely blows previous versions out of the water - added revolutionary tech window animations, changing color animations while moving and much more..
    Highly recommended!
    to upgrade redownload ALL parts.
     
    Installation:
    Download the mod, extract its contents with an archive extraction program such as 7zip or WinRAR, then move the contents to your game's override directory.
     
    This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that)
    Just to be on the safe side, i recommend to install my mod last.
    Beside that it should be compatible with everything that doesnt retexture Manaan.
     
    Credits:
    I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible.
    I also want to thank Darth Parametric for hex editing mdl files from the Hraekert Base. That allowed me to use more variety in retextures.

    140,853 downloads

       (30 reviews)

    32 comments

    Updated

  25. Movie Robe Reskin

    This adds three Jedi Robes into both games, Anakin's, Obi-Wan's, and Mace Windu's robes. Original credit goes to Kainzorus Prime and Deadman for the original skins and HapSlash for the original Jedi Academy model. The reason for the 2.1 instead of 3.0 is because I am not finished with my current expansion to this robe mod.
     
    How to Obtain: Type in the cheat code "giveitem_sl_anakin" for Anakin's, "giveitem_sl_windu" for Mace's, and "giveitem_sl_kenobi' for Obi-Wan's. Or you could use the save game editor. If you want these in game, in K1, the times are in the Aratech store on Dantooine right after you get off the Hawk for the first time. The robes in TSL are with Darrala. I have added compatibility with Deadman's robe mod, you can safely replace this and still get his and mine together. However, if you don't use his robe mod, then I have included as default a file that can go in the override should you not want to download Deadman's mod to use with mine.
     
    Installation: Drop K1 folder to Override in Kotor directory, and TSL into Kotor II directory.
    Bugs: None known, if any pop up, PM me.

    5,542 downloads

       (4 reviews)

    31 comments

    Updated