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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.
246,806 downloads
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KotOR 1 Restoration
By ZM90
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» KotOR 1 Restoration 1.2 Read-Me
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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/
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» DESCRIPTION
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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.
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» INTEGRATED MODS
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» RESTORED CONTENT
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» BUG FIXES/CHANGE LOG FOR 1.2
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»» Original game:
»» K1R Bugs:
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» BUG FIXES/CHANGE LOG FOR 1.1
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There weren't too many bugs in KotOR 1, thus there is such a short list.
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» INSTALLATION
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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.
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»»»» TSL PATCHER INSTALLATION
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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.
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» BUG REPORTING
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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.
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» VOICE ACTOR
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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.
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» CONTRIBUTORS
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A BIG thanks to all of you!
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» TEAM MEMBERS
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- 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
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» SPECIAL THANKS
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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.
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» REDISTRIBUTION
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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.
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» LEGAL
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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.
99,860 downloads
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expansion Sleheyron- Story Mode
By SAO1138
Introducing: Sleheyron Story Mod.
A brand new planet expansion to add to your next KOTOR play-through: Sleheyron!
Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR.
This mod contains the following new content:
I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo!
This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature:
1: A roughly 5 hours long story, voice-acted (no AI voices either).
2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!).
3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!)
4: New weapons and armor.
5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics.
The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting.
If you are interested in using other mods, please follow these instructions:
1: If you are using the KOTOR 1 Community Patch, or the KOTOR 1 Restored Content Mod, or the KOTOR 1 Community Patch with Restored Content, download that mod FIRST BEFORE SLEHEYRON!
2: If you are going to try BOSSR (reminder: this has not yet been tested by me), download it AFTER Sleheyron.
The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too!
Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like.
Some acknowledgements!
Modders:
Of all the people I need to thank, there are two above all others:
First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there!
And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really!
Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use.
DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?).
SithHolocron, who early on helped teach me how to retexture modules.
ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies.
GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron!
JC for just answering so many of my questions through the entire modding process.
Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions!
Testers:
Mikael, the absolute most enthusiastic alpha tester anyone could ask for.
StellarExile, who helped me out with learning how to use the patcher.
MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice).
Tool Developers:
Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too.
Voice cast:
LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens).
Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt).
C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!"
PuckShadows for his Sith Lt. Savage.
Juice Phanta for a pitch-perfect protocol droid.
Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with.
Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!)
Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina.
Companies:
Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much.
NexusMods and Deadly Stream for being the places to discuss and host mods.
Discord for enabling communication that made this mod a collaborative effort.
Final Dedications:
My wife, who tolerated me spending nearly six months isolated to make this.
To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me)
My apologies if I missed anyone else; but I appreciate all of your hard work!
I hope you all enjoy Sleheyron: Story Mode!734 downloads
- expanded universe
- story
- (and 1 more)
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Rodian HD (Retexture High Quality Aliens: Rodians 1.1.0)
By Dark Hope
This mod will replace and update texture files. For proper operation, High Quality Aliens: Rodians 1.1.0 must be installed.
Thanks to Stormie97 for the wonderful mod.
To Install
1. Download: ST_Rodian HD.rar
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. Delete the ST_Rodian 01 - 05.tpc files
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
34 downloads
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Arena Scr (Taris Dueling Arena Adjustment 1.4)
By Dark Hope
I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames).
1. Download: TarArenaScr
2. Copy all files to the Knights of the Old Republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. Delete the DP_TarArenaScr A - I .tpc files.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
137 downloads
- dark hopa
- darthparametric
- (and 1 more)
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Unique Companion Clothes
By GearHead
This mod adds unique clothes to companions (Bastila, Juhani, Jolee).
If the companion already joined your party the mod won't work, you need to use console commands to add the items to your inventory: 'giveitem g_a_bast', 'giveitem g_a_juh' and 'giveitem g_a_jolee'.
Bastila's Clothes:
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Feats Required: Battle Meditation
Defense Bonus: 4
Immunity: Critical Hits
Saves: All +2
Juhani's Clothes:
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Feats Required: Force Camouflage
Defense Bonus: 5
Damage Immunity: 10% vs. Slashing
Skills: Stealth +4
Jolee's Robe:
---------------------
Defense Bonus: 3
Regeneration Force Points: 1
Force Resist: +20
Restricted to: Neutral
10 downloads
0 comments
Submitted
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player head Weequay Player Race with Soundset
By vurt
Now you can play the game as a Weequay.
Before placing the two folders from the archive into the root of /swkotor - please backup your streamsounds folder by e.g packaging it into a rar or zip (whatever you prefer) because the mod will overwrite your original player sounds.
The new face and head mesh is a replacement for PMHA03 (in the unedited game it is the asian looking bald guy). If you want to go back to having the default textures then place the files from /override from this mod archive into your /override again, then directly press Delete to delete all files from the mod.
The mod uses a new soundset for the player sounds since the default ones does not fit the race/look at all. A sound and graphics video can be found here: KoTOR Weequay Race - voice and graphics showcase
The mod comes with new underwear/body texture for the new head and all portraits and Dark Side transition changes.
10 downloads
0 comments
Submitted
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KotOR1 - Improved AI
By GearHead
Improves the AI of KotOR 1.
Changes:
- Companions and most other NPCs use blaster feats
- Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely)
- Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
- NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
- Enemys reactivate shields after 200s
- Some minor bug fixes
- Jedi Support AI reworked
- NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
- NPCs use the highest level of feats and force powers available to them
- The AI now uses feats granted by items
- Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
- Companions now heal every team member properly not just the one controlled by the player (injury check fix)
- Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster)
- Version 1.2.7 and higher supports plugins
- Grenade target selection fix
List of supported plugins:
- Repeating blaster attacks restoration 2.0 by R2-X2
- all of darthbdaman's mods
2,734 downloads
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KotOR2 items for KotOR1
By GearHead
This mod allows you to buy KotOR2 items from Greeta Holda and Yuka Laka on Tatooine. The mod won't work if you already visited the Czerka Office or the Droid Shop, you need to load an earlier savegame.
37 downloads
0 comments
Updated
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Multifire and Autofire and Finesse (KotOR)
By darthbdaman
Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty.
Description
In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty.
KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game.
This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off.
These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons.
Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active.
The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this.
The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses.
All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately.
Install/Uninstall
Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
During install you can choose to install 4 different versions of the mod. Only install 1 of them at at time. The different options allow you to apply multiple attacks to both Heavy Weapons and Rifles, give only Heavy Weapons 3 attacks or 2 attacks, and to install a version that does not give additional attacks to either, only adding the various feat changes and new feats from this mod. The options that do not add extra attacks to a weapon type, will buff that weapons damage to match KotOR 2.
See the docs folder for more information.
Compatibility
This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching.
Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Fully compatible with Improved AI (v1.2.7 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Fully compatible with JC's Blaster Adjustment. You should only use the Blaster Pistol + Critical option. Install JC's Blaster Adjustment BEFORE this mod. Recommended Mods
KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements
KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits
DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors
Nexus ModPub Other Links
Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0
147 downloads
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JC's Blaster Adjustment for K1
By JCarter426
This mod adjusts the statistics of blaster items in Star Wars: Knights of the Old Republic to bring them more in line with their statistics in Star Wars: Knights of the Old Republic II - the Sith Lords and correct some balance issues.
A table showing the base item type changes is included in the screenshots.
Heavy Weapon Damage
According to developer commentary, Heavy Weapon items were intended to make an extra attack per round, but this feature was never implemented. Due to this discrepancy, several Heavy Weapon items are mechanically worse than comparable Blaster Rifle items, despite costing more and having a more niche prerequisite feat. Other mods exist which grant the extra attack through other means; however, there are limitations to adding extra attacks and complications with mod compatibility. Instead, I have opted to add an extra damage roll for these item types. I have also adjusted the item properties of the Baragwin Assault Gun and Baragwin Heavy Repeating Blaster because items seem to have been designed with this limitation in mind, having been added to the game later with the Yavin Station DLC. Instead of a +2d6 damage bonus, these items receive a flat +2 damage bonus. The expected damage output is still slightly higher than in the base game.
Installation Options
Multiple installation options are provided for for compatibility with other mods which make similar changes to individual item classes.
Full Installation: This option modifies the damage and critical rolls for all blaster items. Heavy Weapon items are given additional damage to replace the missing attack roll which is missing for these item types.
Blaster Pistol & Blaster Rifle + Critical: This option modifies the damage rolls for Blaster Pistol and Blaster Rifle items and the critical rolls for all blaster items.
Blaster Pistol + Critical: This option modifies the damage rolls for Blaster Pistol items and the critical rolls for all blaster items.
Installation
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory. Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Credits
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
25 downloads
0 comments
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K1 HD Legal Screen
This mod replaces the KOTOR legal screen with a high-resolution version that stays faithful to the original.
Downloads are available for 1080p, 1440p, and 2560p 16x9 resolutions. The two options for installation are the classic editon (4x3 w/ black borders) and widescreen edition (16x9). Additional resolutions (i.e. ultrawide) may be added in the future if requested!
Installation
To install this mod, drop legal.bik into the Movies folder in your game's directory. If you might uninstall this mod later, make sure to backup the original file.
Widescreen Patching
In order for this mod to work properly, your game must be patched to run in widescreen. Here's a couple of useful links:
KOTOR Editable Executable Patching Tutorial Credits
The GIMP Team, GIMP
Upscayl, Upscayl
KDE, Kdenlive
Epic Games Tools, RAD Video Tools
Thanks to Sith Holocron for helping me font-match!
Disclaimer
This mod is not supported by LucasArts or BioWare. It is for personal usage only and intends no copyright infringement.
Questions, etc.?
Contact me on Deadly Stream or Nexus Mods if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods, no user may upload it to another modding site without my permission.
1,290 downloads
0 comments
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JC's Security Spikes for K1
By JCarter426
Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1.
The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options.
Usable Security Spikes
This option replicates the security spikes' intended function as best as I could manage. They’ve been given an Activate Item property and appear in the non-medical item slot along with stimulants along with stimulants and shields.
When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible—if there wasn’t anything in range or the lock required a special keycard, for example. Regular security spikes grant a +5 bonus and security spike tunnelers grant a +10 bonus.
Remove Security Spikes
This option removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory. Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
Mods which install merchant files to Override may cause merchants to still sell security spikes for the option which removes security spikes.
Credits
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
DLGEditor—tk102
K-GFF—tk102
ERFEdit—stoffe & Fair Strides
NWNSSCOMP—Torlack, stoffe, & tk102
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
35,528 downloads
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Carth Taris hideout dialog restoration
Carth Taris hideout dialog restoration
Hello there everyone !
After my first music overhaul mod, I decided I wanted to upload something you already have with K1R. However, as the latter is incompatible with many of the mods you may want to download (like me), but you still like Carth and you want him to take care of you (as well as feeling like an actual hero who wants to fight even badly injured), this is for you. It restores his lines post Endar Spire's escape when he got you to the abandoned apartment right after your vision and fixes some stuff in his dialog. What this mod does not do however, is make him talk to you from the window instead of directly in front of you. I saw someone asking for this but my modding skills are too low atm. It might come in an update though, so stay in touch and don't hesitate to tell me if you think this is a good idea.
WARNING : This is now included in the Restored content for K1CP mod by @N-DReW25, in its latest version. If you're planning to play with it, do not install my mod. However, there are other (better) mods waiting for you in my profile !
Installation :
- Unzip my folder, take the .dlg file and put it in your override folder.
- You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance.
I hope this helps you enjoy Carth a bit more, because I discovered it when I played K1R at 3rd playthrough and I remember thinking I would've liked this for my first playthrough.
Uninstallation : Delete the file from your override folder.
Incompatibilities / issues : you think it's too small ? Don't worry, soon it will change this dialog even more... For actual issues, don't hesitate to report to me. I don't know of any. However, as this modifies only the Carth Taris hideout dialog file, it should be compatible with anything that doesn't change it too. It is compatible with K1CP, which you have to install before my mod for them to work together (it's obvious, this mod is very small and precise so it comes last while K1CP is almost a complete overhaul so it comes first). It won't be compatible with K1R (also obvious, since it is made for a non K1R build).
NOT COMPATIBLE WITH @SAO1138's SLEHEYRON YET.
Big thanks to Cortisol for his amazing Holocron Toolset, which I used to modify the dialog file, and to the Deadlystream community, especially all the inspiring modders that keep the game alive, and obviously to the Kotor community in general (even more to those who will download the mod lol). Have a nice play, and may the Force be with you !
121 downloads
0 comments
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Czerka on Korriban
By GearHead
Czerka employees on Korriban now wear Czerka uniforms instead of Sith ones.
It won't work if you already visited Korriban, you need to load an earlier savegame.
466 downloads
0 comments
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Armor Upgrade Swap
By GearHead
This mod swaps the upgrades of the Jurgan Kalta's Power Suit and the Cassus Fett's Battle Armor. Why? You might ask? Well... because without their upgrades they are identical, and when you upgrade them the Cassus Fett's Battle Armor gains +1 Strength bonus, but it isn't a power armor, unlike Jurgan Kalta's Power Suit. It is quite literally in the name. So it made more sense to have the upgrades the other way around. The devs probably made a mistake when they assigned the upgrades to the armors, since their unupgraded versions are the same, it is easy to confuse the two.
8 downloads
0 comments
Submitted
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Cut Content Items Restored
By GearHead
This mod allows you to buy cut content items from Janos Wertka on Kashyyyk. It won't work if you already visited the Czerka Landing Port, you need to load an earlier savegame.
34 downloads
0 comments
Submitted
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Universal Weapon Damage
By GearHead
Allows you to change the lightsaber and disruptor weapon base damage type to Universal.
93 downloads
0 comments
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KotOR1 Random Panels
KotOR1 Random Panels
AUTHOR: Sith Holocron
ORIGINAL RELEASE: 15 NOV 2024
UPDATED RELEASE: 21 NOV 2024
GAMES: Star Wars Knights of the Old Republic
Description:
While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated.
I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here.
There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures.
Installation:
Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder.
If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in.
Uninstallation:
Take the files you put in, out again.
Known Bugs:
None known at this time.
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.. 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. Ever.
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 before your use.
Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
Thieves need not apply. (You know who you are.)
Credits:
Fair Strides, ConansHair, and LordMerek: For feedback on textures before release.
Malkior's texture for the Ebon hawk was used in the Yavin Station texture.
150 downloads
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Bith HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download: Bith HD.rar
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
67 downloads
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[KotOR] Ajuur Medical Supplies Respawn
By Salk
This small modification was created as part of Snigaroo's Mod Build request at Deadlystream. It simply refill the First Aid container in the duelling room on Taris Cantina with a new medikit (unless one such is already available) after winning one of the duels. Enjoy!
33 downloads
0 comments
Submitted
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Party at Davik's
By Salk
This is yet another entry from me as part of the Snigaroo mod build request found here.
This modification was created after a request made by Snigaroo as part of his Mod Build for K1. The main purpose of it is to deny the original game logic of having to „fetch” the rest of the party not present at Davik's while the massive destruction of Taris is already well under way and at the same time make sure that Calo Nord won't miss noticing the presence of Bastila at the showdown, whether she was elected to be the second henchman to infiltrate Davik's Estate. Enjoy!
47 downloads
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Advertising on Taris
By Shan
Replaces screen textures.
Animated screen.
Warns about quarantine. And it advertises interesting events on the planet.
Installation
Just drag and drop the files into the Override folder. replace the files.
I hope you enjoy it.
22 downloads
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[KotOR] Bastila must hide!
By Salk
This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here.
We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. From version 1.5, there is no longer any kind of additional party selection restriction forced onto the player. The one restriction in version 1.4 remedied an original plot hole, though, so I recommend installing „Party at Davik's” alongside this modification. Enjoy!
139 downloads
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Sentinel Sneak Attack with Multiclassing (KotOR)
By darthbdaman
Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack.
Description
The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Scoundrel character became a Sentinel, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Sentinel class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 7 Scoundrel/Level 13 Jedi Sentinel would have 4 ranks from Scoundrel, and 4 ranks from Jedi Sentinel, giving them a total Sneak Attack level of 8. The maximum possible Sneak Attack rank remains 10, and this cannot be changed.
Install/Uninstall
Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
See the docs folder for more information.
Compatibility
This mod uses a k_ai_master.ncs Heartbeat script, as well as creature Hide items, to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Fully compatible with Improved AI (v1.2.7 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL version here. Special Thanks/Acknowledgements
KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits
DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors
Nexus ModPub Other Links
Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
106 downloads
0 comments
Updated