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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!
39 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!
49 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.
23 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!
143 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
111 downloads
0 comments
Updated
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Alignment Affects Force Powers [K1]
Makes it so your alignment affects the potency of Light and Dark Side Force powers.
SUMMARY
The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord.
With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod.
All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers.
For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers.
The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the maximum penalty by 5%. This means with Charisma = 20, the maximum penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment.
To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%.
INSTALLATION
Please read compatibility notes below before installing.
To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods.
If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override).
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY
This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine.
Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe.
Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility.
Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it.
Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter.
I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected.
PERMISSIONS
Do not reupload this mod or any contained files without my expressed permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
150 downloads
- difficulty
- force powers
- (and 5 more)
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[KotOR] Swoop Bike Upgrades
By Salk
This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion.
1,866 downloads
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Heyorange's Sith Uniform Reformation [Revised]
Heyorange's Sith Uniform Reformation (Revised)
A Mod for Star Wars Knights of The Old Republic
Original Author: Heyorange (aka Pataschka)
Upscales and Tweaks by Sith Holocron (with assistance)
Note from Sith Holocron:
You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection.
DESCRIPTION:
Regarding the textures:
This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as:
· New gold or silver braids by the zippers and the sleeves on certain officer uniforms
· New rank bars on the chest, sleeve and pauldrons
· New PIPs and rank symbols for those rank bars
· New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did)
· Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets
· New collar devices to replace the old ones
· Clean up on some of the trouser stripes that were muddled during the AI upscale
· New buttons to replace the drawn-on ones on ammo pouches
· New eyes for the Sith Officers male and female heads
· New bandage (by Malkior) for Major Hurka texture
The mod includes four install options labeled as:
1. Basic Installation
2. KOTOR Community Patch-Compatible Installation
3. Extra: Sith Students + Czerka on Korriban Fix
4. Extra: KOTOR 1 Restoration Fix
Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla.
Option #2 is a Community Patch-compatible version of the same above install.
Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black!
Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform.
INSTALLATION:
If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation.
Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done!
If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same.
CREDITS:
To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme.
To JCarter426: For both setting up the TSLPatcher install to make this mod possible.
To Malkior: For the new bandages on the Major Hurka texture in the K1R folder.
To Fair Strides: For consistent feedback throughout the project.
To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix!
The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect.
FROM THE ORIGINAL MOD:
Heyorange's Sith Uniform Reformation
A Mod for Star Wars Knights of The Old Republic
Author: Heyorange (aka Pataschka)
Version: 1.0
Description:
This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look.
Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added.
The Mod is divided into 3 parts:
1. Heyorange's Sith Uniform Reformation - the main part of the mod
2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms
3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification
PERMISSIONS:
I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author
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.
118 downloads
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Prestige Powers
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.
SUMMARY
This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.
In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.
The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).
The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.
Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.
POWER DETAILS
============
Force Temper
Level 15 Jedi Guardian
Cost = 30 FP
This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.
This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.
Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.
===============
Force Camouflage
Level 15 Jedi Sentinel
Cost = 0 FP
This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.
This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.
The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.
You need at least 1 point manually invested in Stealth to enter Stealth Mode.
Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.
=============
Force Influence
Level 15 Jedi Consular
Cost = 20 FP
This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.
This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.
=============
This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
INSTALLATION
To install, run TSLPatcher.exe and select the main install option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.
UNINSTALLATION
1. Remove the following files from override:
If you installed the optional patch, remove skills.2da from the override folder.
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY & OTHER NOTES
This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:
k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml
Known Incompatible Mods
Alignment Fancy Bits by ebmar
Content Pack: Feats and Powers by TamerBill
Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.
Report of CTD when casting Force Temper when using this mod alongside the KOTOR Community Portal Mod Build. The exact cause is unknown but it is related to the power's VFX. If experiencing this crash or installing this mod alongside the build, remove v_dark_temper.mdl, v_dark_temper.mdx, v_light_temper.mdl, and v_light_temper.mdx from your override to fix it.
For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.
PERMISSIONS
Do not reupload this mod or any contained files anywhere without my expressed permission.
CREDITS
offthegridmorty
Thanks JCarter426 and other folks on Discord for scripting help
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
This mod contains assets from SW KOTOR II: TSL
478 downloads
- alignment
- force powers
- (and 5 more)
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+1 Defense, Saving Throw and Attack Modifier per Level - K1
By GearHead
Every character in the game will now gain +1 Defense, Saving Throw and Attack Modifier per level.
You only install this mod if you love pain.
19 downloads
0 comments
Updated
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Proper Korriban quests ending
Main idea
Have you ever, while playing KOTOR, been disappointed by the way the prestige quests’ storyline on Korriban was organized, because you couldn’t tell Uthar Wynn about every quest you’d done before going to Naga Sadow’s tomb just because you “had enough prestige to become a Sith in full” ? And then, they would stay in your quests journal forever. Or maybe, you were annoyed when you discovered that to finish Ajunta Pall’s quest, you had to give away his sword and you couldn’t get it back ? Especially with amazing mods that make it look so beautiful and actually enjoyable in-game ? Personally, I’m thinking about Ebmar’s Legends blade.
If, like me, this made you upset, and/or if you want it to be fixed for your playthrough, this mod is for you. You might, if you’re really into modding, have installed some files from K1R that remove the quests from your journal once you get to Naga Sadow’s tomb.
The K1CP also removes the quests when going to Naga Sadow's tomb. So no worries, with K1CP a part of the issue is fixed. However, I promise you, this is a way better alternative, as it could be considered added, but also restored, content.
This is my first relatively big/important mod. It contains 3 main components. You will now have in your game :
1) The possibility to tell Uthar about every prestige quests you’ve completed, even after reaching max prestige. You will, to get this dialog option to actually make the difference, have to complete one or several prestige quests after having reached max prestige and Uthar giving you his speech about Sadow’s tomb. You do not need to do the full quest after that dialog, but only to report to master Uthar BEFORE going to Naga Sadow’s tomb for your final test. To be very honest, this is mostly for dark side players, but I’m sure there are lots out there. Furthermore, I’ve played as a neutral/slightly light side character and I still had that problem (1 or 2 quests I couldn’t finish).
2) My best work on this mod in my opinion (or at least the most time-consuming one), the possibility to get Ajunta Pall’s sword back in every situation, after having completed your final test. I added new dialog options, adapted to the character of Uthar, with voice and synchronized lips movements, all for realism and better insertion into the game.
If you really want to know where the sword will be, please look at the spoilers section in the ReadMe file. However, I do not recommend it. It’s always better to find out in the game. For the best game experience, I advise to do Korriban after the Leviathan part and to gain Uthar’s full trust in order to get his dialog at the very end of the planet’s storyline (after having killed Yuthura). HOWEVER, no worries, it will work if you side with Yuthura aswell, or even with none of them. It will also work if you haven't gone to the Leviathan yet. The way to get back the blade will just be different.
3) New rewards for every prestige quest you report to Uthar. They will be credits (the quantities of which increase as you complete quests), but also and mainly custom new items, as shown in one of the screenshots (I didn’t put everything to not spoil them), that I made the most lore accurate possible (not only to the game itself but also to the period’s lore).
There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time, focus and perfectionism on this, but if you do find one, please tell me so I can fix it. Don’t be too harsh, I’m French, and English is by no means my first language.
Same goes with the new items. They should be good, but if you think they are over/under powered, feel free to tell me about it.
Optional
I’m sure you will be pleased to know this mod is very customizable. It has 3 main very useful options, which you will find in my “Optional” folder :
1) “Darker unique Ajunta Pall's blade” : this will give Ajunta’s blade the red variant of IRobert’s double vibroblade’s mod instead of the white one you find in Ebmar’s mod. To me, white is beautiful, but doesn't really fit a sword imbued with the dark side (if you don’t agree with me, just ignore this option). It will also give some other swords a new variant (more lore accurate imo) so Ajunta’s one gets to be the only double red sword in the game, in order to make it more unique. For this option to work, Ebmar’s mod is mandatory.
2) “Holocron + Lashowe killed = 1 prestige only” : This is for people who don’t want to miss any of my items (or the necessary prestige level to begin the final test’s plot to be reached so easily). It’s very simple. In the vanilla game, you get 2 prestige points for bringing the Holocron to Uthar while telling him you killed Lashowe. This will reduce the bonus to 1 prestige point.
This is perfect for people who aren’t afraid of being stuck because of prestige level too low but who still want a plot-friendly experience, as you don’t notice the reduction in-game (the dialog still makes you think you gained more prestige).
Note that my rewards only go to 9 prestige points, which is the maximum you can get if you have this option. If you don’t take it, know that you can reach 10 prestige points, in which case you will not only lose one of the rewards, but also not get anything for reaching 10 points.
3) No Ebmar's Legends Blade : If, for some reason, you don’t want to use Ebmar’s Legends Ajunta Pall’s Blade, please put this folder’s files into your Override folder after having installed the main mod to make it compatible with the vanilla sword.
Finally, there are 3 smaller but not less useful options. If, for an unknown reason hidden deep within your mind :
- You don’t want to get the new items while completing your quests : After having run the installer, delete givePrstg_reward.ncs from your Override folder.
- You don't want Ajunta Pall's blade back : After having run the installer, delete gvPallswrdkll.ncs ; givRvn_swrd.ncs ; kor35_enter.ncs and kor39_utharwynn.dlg from your Override folder.
- You only want the prestige quests fix : you don't have to run the installer, just take kor35_utharwynn.dlg and mostintrstng.lip from the "tslpatchdata" folder and put it in your Override. Same for mostintrstng.wav but you put that one in your Streamwaves folder instead of Override. Yes, it's basically only 3 files that were needed to fix this... I was really surprised when I saw no one did it before me so I thought I'd do it myself, with some improvements.
Requirements
For the main part of my mod (prestige quests fix), nothing is needed. If you don't want the new items nor Ajunta Pall's blade parts of the mod, jump straight to the installation section.
For the Ajunta Pall's blade AND new items parts of my mod to work, you must download 2 other mods first :
1) [K1] Vibroweapons replacement pack retexture by IRobert :
2) [K1] Legends - Ajunta Pall's Blade by Ebmar :
This one is optional but highly recommended. It is needed for main option 1.
If you really don’t want to use it, see 3) in optional section.
Installation
1) Make sure you have the necessary mods installed.
2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip).
3) Run the installer and follow the instructions given by it.
4) If you want 1, 2 or the 3 options, open the right folder(s), take all of the files and drop them into your Override folder (after the main mod).
5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated.
See in the ReadMe file for uninstallation.
Compatibility
My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried.
It will not be compatible with any mod that modifies Uthar’s dialog in the Sith Academy and/or in Naga Sadow’s tomb.
If you encounter any issue, feel free to report to me.
Thanks
1) LanguageWriter123 (aka CollisionalConch), without whom I literally couldn't have made this. His help with the scripts and dialogs was essential, given the beginner with KOTOR modding that I am.
2) SAO for his excellent and detailed advices as well as his suggestion to make new custom items instead of using boring vanilla ones. Thanks to his help, every new item has a backstory that you can read when you get it (or later).
3) JCarter for his exhaustive and accurate help with teaching me how to make lip files.
4) IRobert for his amazing Vibroweapons replacement pack for K1. My mod would be a lot uglier without it. Other credits to seph6, Deadman and RevanDark for the vibroweapons, DarthParametric, BioWare and LucasArts.
5) Ebmar for his Legends - Ajunta Pall's Blade for K1. Man, this sword is gorgeous.
6) All the amazing people who made the awesome tools I used for this mod : Lips tools, Holocron Toolset, KOTOR Tool, Kotor Scripting Tool, ERFEdit, TSLPatcher tools and HoloPatcher.
7) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you.
Permissions
If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
243 downloads
0 comments
Updated
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Animated Endar Spire Portholes
By Dark Hope
This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed.
To Install
1. Download: LHR_dust.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
128 downloads
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High Quality Blasters 1.1 Fix - KotOR1 version
By GearHead
After installing the High Quality Blasters 1.1 mod by Sithspecter i run into some problems:
1. The Mandalorian Ripper shoots laser bolts from the ground.
2. The Baragwin Ion-X Weapon is invisible.
This mod aims to fix these problems. You still need to install the original mod and then this one.
(If you have the Mandalorian Ripper or the Baragwin Ion-X Weapon in your inventory already,
then you need to remove them and then add them back with the KotOR Savegame Editor.)
647 downloads
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N_oldAMH01 HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download:N_oldAMH01.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
82 downloads
- n_oldamh01
- hd
- (and 1 more)
0 comments
Submitted
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N_oldAMH02 HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download:N_oldAMH02.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
74 downloads
- n_oldamh02
- hd
- (and 1 more)
0 comments
Submitted
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N_Comm_w_m HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download:N_Comm_w_m.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
74 downloads
0 comments
Updated
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N_Comm_w_m02 HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download: N_Comm_w_m02.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
62 downloads
- n_comm_w_m02
- hd
- (and 1 more)
0 comments
Submitted
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N_TatComW_M HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download:N_TatComW_M.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
66 downloads
- n_tatcomw_m
- hd
- (and 1 more)
0 comments
Submitted
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Deadeye Duncan HD
By Dark Hope
This mod will replace and update texture files.
To Install
1. Download:N_DeadeyeH01.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
90 downloads
- deadeye duncan
- hd
- (and 1 more)
0 comments
Submitted
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Vrook and Zhar Unfix for K1CP
Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP.
DESCRIPTION
K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors.
INSTALLATION
Make sure KOTOR 1 Community Patch is installed first.
Run HoloPatcher.exe. Select your game data folder. Press install.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
UNINSTALLATION
Move dan13.mod from the backup/Modules folder to the game’s Modules folder.
COMPATIBILITY
K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods.
PERMISSIONS
Do whatever you want with this mod.
CREDITS
offthegridmorty
HoloPatcher - Cortisol, th3w1zard1
Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes.
23 downloads
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High quality skyboxes model fixes v1.0
High quality skyboxes model fixes v1.0
By Zobizob
Description:
Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now.
Work done and disclaimer :
All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit:
Kexikus for the original High quality skyboxes mod.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else.
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.
118 downloads
0 comments
Submitted
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Kashyyk restored module v1.0
Kashyyk cut module restoration v1.0
By Zobizob
Description:
In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The kashyyk module was the one that needed the less work to be entirely playable.
This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override.
I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background.
Work done and disclaimer :
The vis file has been corrected, so there won't be any part of the level disappearing within your field of view. The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset. There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background. I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module. The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway. There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit:
InSidious for his original Lost Modules Pack mod.
Thor110 for his very valuable insights.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use this work, just credit me if you're using my files.
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.
26 downloads
0 comments
Updated
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Czerka cut module restoration
Czerka cut module restoration v1.0
By Zobizob
Description:
In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable.
This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override.
Work done and disclaimer :
All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit:
InSidious for his original Lost Modules Pack mod.
Thor110 for his very valuable insights.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use this work, just credit me if you're using my files.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
25 downloads
0 comments
Updated
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Switch Weapons for K1
Adds the ability to switch or holster your weapons in K1.
SUMMARY
KOTOR 2 added a nice QOL feature which allows you to switch between sets of weapons by clicking a button, saving time scrolling through your inventory to find your favorites. This mod is an attempt to bring that functionality to the first game.
This mod adds a usable item which allows you to switch between two sets of weapons. Simply activate the item to save your current weapons as a set and switch to your other set. You can use this to quickly switch between melee and ranged weapons, keep a special set of weapons saved for certain enemies, or you can keep your second set empty and use it as a holster/unholster button.
Note: In order to get the Switch Weapons item without cheats, you must start a new game (you will get it when Trask joins your party). Otherwise, you can get the item with the cheat “giveitem switchweapons”.
This ability is not usable by droid companions.
Please read Compatibility and Bugs sections before installing.
INSTALLATION
To install, run TSLPatcher.exe.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. If any files were created in the backup folder, move them to override.
COMPATIBILITY
This mod will only work with weapons that exist in the vanilla game and weapons added by a limited number of mods. See list below. If you want a weapon from a mod not listed below supported, just ask. This mod will also not work with custom companions. Again, let me know and I will see about making a patch.
Supported Mods
New Lightsaber Blade Model by Crazy34 (standard installation only)
Juhani Appearance Overhaul by Stormie97
BUGS
Activating the item while running can interrupt the action which will effectively clear the memory of your second set of weapons, as there's no way to tell if a character is running in the first game. You won't lose the weapons or anything, you'll just to need to re-equip and save them with the item.To avoid this, do not run while using the item.
Consumable items such as the Switch Weapons item use the “inject” animation that you see when you use a medpac. The combination of the inject and weapon flourish animations in succession can look a bit awkward but also may cause minor visual glitches when switching such as flickering of the weapon models.
When switching to a set of duel-wielded weapons which are both identical weapons (e.g. two vibroblades), the game will try to play both the single and duel-wield weapon flourish animations in short succession, which produces odd results. This is due to the need to slightly delay the equipping of the left hand in these cases in order for the left hand weapon to be equipped at all.
The game could get confused between weapons which share the same tag. This should be rare though I think and hopefully irrelevant for most playthroughs.
PERMISSIONS
Please do not reupload this mod without my expressed permission. You are free to use the source script to create a patch for another mod.
CREDITS
offthegridmorty
Credit to Xiskio who was the first to make a mod like this many years ago with their Holster Weapons mod
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
K-GFF - tk102
Holocron Toolset - Cortisol
155 downloads
- switch weapons
- unholster
- (and 1 more)
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Improved Cantina Sitters
By Alvar007
Improved Cantina Sitters
By Alvar007
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DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models.
INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override).
COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas.
LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build.
CREDITS: EbonHawkStowaway999 for the idea.
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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.
89 downloads