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Manaan Hotel Missing Room
By Thor110
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version.
Manaan - Hotel Missing Room - TSL Levels in K1
by Thor110
This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh was there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model.
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Installation:
Copy Modules & Override folder to the game directory.
Warp to m26ae to look around the level.
There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough.
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Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can.
Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
101 downloads
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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
2,405 downloads
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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
Important NB : If for some reason the Patcher can't find your game installation, you may want to look for it manually. In that case, there are some small steps to follow :
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”.
149 downloads
0 comments
Updated
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K1 Cutscenes Rescaled
This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version.
Disclaimer
This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.)
Information
- Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate.
- Remade the subtitles for videos 02-09-31a-50-56b
- Remade legal screen
- Remade title crawl in video 01a
- Fixed issues in certain videos (color grading, broken fades,..)
Mirror
- A google drive mirror for all of the zipped files is available here: link
Installation
- Download preferred resolution and frame rate versions.
- Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point.
- Overwrite with any preferred alt versions.
Alts
All the resolution versions have the same alternative options.
- "legal" an alternative legalscreen option.
- "nosubs" removes subtitles from videos 02-09-31a-50-56b
- "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b
Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. [UPDATE: Working on a new version based on the Starlight Mini model from Topaz]
3,327 downloads
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Fat Commoner Body Models - Modder's Resource
This is a modder’s resource that provides some additional commoner body models that can be used for NPCs. The game includes body models for fat male and female commoners, each using a custom texture with no variants. They are unused. Originally, as part of the K1 Community Patch, a fat-ified version of the standard male commoner body was made to be used for Handon on Dantooine. This allowed it to use the regular commoner textures. As of K1CP v1.10.0, this addition has been removed, so the assets are now being made available for third party mods to make use of. Additionally, the vanilla female fat commoner model has had some adjustments made to its UVs so that it can also make use of the regular commoner texture variants.
A simple TSLPatcher setup has been provided that edits the two vanilla appearance rows to switch their texture assignments, as well as adding new rows using all the regular NPC heads. Note to regular users: Installing this package by itself will do nothing as the game does not make use of the vanilla fat commoner appearance rows. It requires other authors to create content utilising it.
Permissions:
This is a modder’s resource, and thus intended to be utilised by the community. You can freely incorporate the included assets in your mod. Simply provide credit to the Community Patch team and link back to this page. Do not redistribute/rehost this resource as-is elsewhere.
65 downloads
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Extra Saber Colors for KOTOR
By StellarExile
I always loved the extra lightsaber colors in TSL and have always wondered if it were possible to add the colors back into K1. I’m sure many of you wondered the same thing, and the answer is a definite “yes.” Five years ago JC released his fantastic Extra Saber Colors for K1 which I used for some time, but unfortunately wasn’t compatible with Crazy34’s new lightsaber blades. I initially didn’t use Crazy34’s new blades, but after trying it I couldn’t uninstall it. The new lightsaber blade system now adds ambient glow to lightsabers as well as fixing a variety of bugs with the models. I requested a compatibility patch for JC’s and Crazy’s mods, but no one fulfilled it so I decided to make a crack at it myself.
I was initially baffled by the new blade system, but with the help of Crazy34’s modder’s resource I was able to figure it out. All I had to do was edit the blade textures and some RGB values in the models. I was very happy with the result. While I was at it I decided to add some additional colors as well.
This mod adds a total of eight new colors to KOTOR: silver, viridian, bronze, magenta, chartreuse, cyan, orange, and indigo. Crazy34’s mod already added the colors from TSL, I just placed the crystals throughout the game. The rest were added by me. The new crystals use recolored variants from TSL. I may add different versions in the future, but I felt these were the most fitting. An optional HD Icons add-on has been included for JackInTheBox’s HD Icons mod. To install, just drop the files from the HD Icons Folder into your Override after the first part of the mod has been installed and overwrite.
The crystals can be found in the following locations:
Note the cyan and orange were edited slightly to make them different from Heart of the Guardian and Mantle of the Force. They are different in color but still very similar.
Incompatibilities:
Obviously not compatible with JC’s Extra Saber Colors mod. This mod will also likely not be compatible with mods that add extra hilts to the game. Other than that, no other incompatibilities are known.
Crazy34’s mod is required for this mod to function. Make sure you have the “standard” option installed first.
I do not wish this mod to be edited or redistributed without permission m. If you want to use anything, just ask first (the answer will most likely be yes). I just want to know when my work is being used.
Credits:
Crazy34 for the modder’s resource and awesome tutorial.
Cortisol and Wizard for HoloPatcher.
Stoffe for TSLPatcher and ChangeEdit.
JackInTheBox for the icon mod and open permissions.
248 downloads
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K1 Effixian's Brunette PFHC01 Reskin
By Effix
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Knights of the Old Republic
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TITLE: Effixian's Brunette PFHC01 Reskin
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or Discord
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INSTALLATION
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Unzip, copy the files from the subfolder to your Override folder.
Optional: If you prefer you can add the files from the ExtraDark_Variant folder.
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DESCRIPTION
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This is a reskin of the PFHC01 player character.
There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look.
Inspired by Emma Watson, as requested by tff500.
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UNINSTALLING
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Remove the following files from your Override folder:
PFHC01.tga
PFHC01d.tga
PFHC01d1.tga
PFHC01d2.tga
PFHC01d3.tga
PO_pfhc1.tga
PO_PFHC1d.tga
PO_PFHC1d1.tga
PO_PFHC1d2.tga
PO_PFHC1d3.tga
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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Thanks to
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Stoffe and Fred Tetra for the needed tools and tutorials
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
134 downloads
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Yavin Vendor Rebalance
By GearHead
Nerfed some of the items offered by Suvam Tan on the Yavin Space Station, he also buys items from you for less money now.
This mod only work if you haven't visited the Yavin Space Station yet.
90 downloads
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K1 Effixian's Alternative Female Twi'lek Dancer Outfits
By Effix
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Knights of the Old Republic
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TITLE: K1 Effixian's Alternative Female Twi'lek Dancer Outfits
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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INSTALLATION
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Unzip somewhere and copy the files from the sub folder to your override folder.
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DESCRIPTION
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This mod changes the Female Twi'lek dancer's outfits and replaces one of the pale Twi'leks with a blue skinned one.
Apart from possibly changing a head to a blue one, this mod does not change the female Twi'leks that do not wear the dancer's outfits.
This is a K1 version of a similar mod for K2 that was requested by darthquell on Steam.
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BUGS
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None known.
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UNINSTALLING
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Remove the following files from your override folder:
n_twilekf.mdl
n_twilekf.mdx
N_TwilekF01.tga
N_TwilekFA01.tga
N_TwilekFB01.tga
N_TwilekFC01.tga
twilek_f03.tga
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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Thanks to
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Stoffe and Fred Tetra for the needed tools and tutorials
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
30 downloads
0 comments
Submitted
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[K1] Swoop platform model repairs
Swoop platform models repairs
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By ZobiZob
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Description
There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it.
As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module.
Fixed music changes from 1.5 with version 1.6.
Installation
3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors.
1) Use the holopatcher.exe included and you're ready to go.
If you're not satisfied with an option or the other, you can always come back and reinstall the desired option.
Known Bugs and Incompatibilities
Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear.
The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures.
Permissions
You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes).
Acknowledgements
All materials and copyrights belong to LucasArts, and Bioware.
Upscaled textures from ShiningRedHD.
I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.
97 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.
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. 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
92 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
60 downloads
0 comments
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[K1] K2 swoops to K1
Swoops from K2 to K1
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By ZobiZob
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Description
A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige).
There is a folder with the screenshots to see the K2 model and the different skins.
Installation
1) Use Holopatcher.exe and choose one of the installation option.
If you are not satisfied, you can restart the launcher and chose another option.
Known Bugs and Incompatibilities
Everything should be fine as long as you do not replace the model file from the swoop with something else of course.
The model on the ebon hawk will still be the vanilla one.
Permissions
You are free to incorporate this into any of your work without asking, just credit me.
Acknowledgements
All materials and copyrights belong to LucasArts, Obsidian and Bioware.
This mod is not to be distributed for profit, either.
53 downloads
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HD Jolee Redux
By StellarExile
This mod is a simple request I had @Effixfulfill. Quanon's Jolee Reskin has always been one of my favorites and I sought to use it alongside @Dark Hope's HD Jolee Bindo, but the skin tone was too dark. With Effix's help, Dark Hope's skin was lightened to match Quanon's and I think the results are great. I obtained DH's permission to release this retexture so I posted it for anyone else wanting to use it.
Huge thank you to Quanon, Effix, and Dark Hope for their outstanding work!
To install, jump drag everything to your Override folder and overwrite if asked.
If you want to use this for anything, ask Effix and DH.
39 downloads
0 comments
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Crazy34's New_Lightsaber_Blade_Model_TSL (XBOX VERSION)
By tspawncamper
This is Crazy34's fantastic lightsaber mod ported to the original Xbox. Works on original hardware + emulation.
Only the standard sabers are supported.
Download and extract the files to your KOTOR II override folder and then rebuild your Xiso.
CREDITS:
Crazy34 (for the original blade work) Original Mod
Kaidon Jorn (for the hilts)
And last but not least, big credit given to LOTO for walking me through the process.
Running on original hardware (Video credit to LOTO)
17 downloads
0 comments
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Universal Weapon Damage
By GearHead
Allows you to change the lightsaber and disruptor weapon base damage type to Universal.
68 downloads
0 comments
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More Jedi Companions
By GearHead
This mod allow you to turn Carth and Mission into Jedi, once you became a Jedi yourself.
Known Bugs:
- Clicking on the Powers tab of the jedi companion at jedi level 0 will crush the game.
- Clicking on the Powers tab of other jedi companions, then switching to the jedi level 0 one, will also result in a game crush.
- When they become jedi the amount of XP they get to level up to jedi level 1, actually goes to the player instead of the the new jedi, resulting in not enough xp to level them up, since companions get ~85% of player XP.
- A solution to all these problems is to save a levelup for Carth and Mission before turning them into Jedi. Or turn them into Jedi at the same time, this will almost certainly guarantee enough XP to level them up.
115 downloads
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Kinda Sorta Transmog by HoboKingNiklz
Kinda Sorta Transmog v2.1.0
Ever found a new armor that has great stats but looks awful?
Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway?
Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise.
There is a known bug with KotOR 1 that causes Disguises (these bands function as Disguises in the game's code) to become permanent if you have one equipped and are forced into another one, or certain other triggers. As is the case always with KotOR, save often and in different slots, and remove the bands before any segments that are known to trigger the bug. If you find a character is staying in their default appearance even if you unequip the band, open your save in KSE and change their appearance back to Party_NPC_Name. That should fix the bug (keyword "should") but if not, luckily you've saved often and in multiple slots. Big thanks to myrkor on Nexus for bringing this to my attention.
How to get the items:
- For now, you'll need to use the console to acquire the bands.
Codes:
- giveitem bastilaband
- giveitem canderousband
- giveitem carthband
- giveitem joleeband
- giveitem juhaniband
- giveitem missionband
- There are 90 codes for player characters, one for each possible combination of Class and Head. The codes follow a pattern. P for Player, gender (M or F), race (A for Asian, B for Black, C for Caucasian), class (S for Scoundrel, M for Scout, L for Soldier), then 01-05 for which head.
- Example code: giveitem transmogpfal03 (this would give you the armband for a Soldier with Female Asian Head 03.
- I'll be workshopping a better way to give the player the items, but for now this is my best option. When in doubt, a little trial and error goes a long way.
Install:
- Just run the HoloPatcher!
If you already have a previous version of the mod installed (2.0.0 or earlier), you have my sincerest apologies. You will probably need to start a new playthrough for the mod to work properly with this version. And I recommend it, because any companion recruited after the previous version was installed will be stuck in their default clothes even if you remove the armbands. So if you installed the mod before starting a new playthrough, that would be all of them. Thanks to DarthParametric for helping me discover this.
Uninstall:
- Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. You'll also have 90 "transmogxxxxxx.uti" files in your override you can delete.
*** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! ***
Compatibility:
- The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Send me a message if you discover any conflicts!
Future Plans:
- Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor.
- Immersive Acquisition for the bands. I have the rumblings of an idea but not totally sure. There are 96 of them.
- Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. Also make each band only equippable by the proper character. Presently, any character can equip any armband, so you could make Canderous look like Mission, or make Carth look like a player character.
- Patches for clothing mods from other developers. Send me a message if you want one and I'll try!
- High in the sky apple pie hopes: Proper transmog. A method to apply the visuals of any armor you want instead of just your default clothing. This is gonna be a colossal undertaking so I'll do my best. It might be on the back burner until I get the basic version of Kinda Sorta Transmog for KotOR II published.
Thanks:
- JC, Thor110, 91.90'sK, and everyone else in the Discord
- All the wonderful people who developed and honed these amazing modding tools
- myrkor on NexusMods for making me aware of the Disguise bug and helping to troubleshoot it.
- BioWare for creating peak Star Wars
- Obsidian for somehow improving on peak Star Wars
- The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive during this project.
Changelog:
- 2.1.0 - 4/15/2025
Companions will no longer have the bands equipped automatically upon recruitment, this was causing issues because their actual default appearance wasn't being generated. Also gave the appearances new Labels to aid in fixing the Disguise bug if it occurs.
- 2.0.0 - 3/24/2025
Player Character Bands added, all 90(!) of them. Anticipating a snag here or there but will address as needed.
- 1.1.2 - 3/23/2025
Fixed some stuff in the readme, this time without breaking a bunch of stuff.
- 1.1.1 - 3/23/2025
Fixed some stuff in the readme, broke a bunch of other stuff.
- 1.1.0 - 3/23/2025
Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them.
- 1.0.0 - 3/22/2025
Initial Release
66 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. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy!
[KotOR ] Bastila must hide 1.2.7z
93 downloads
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Kinrath Egg Fix
By GearHead
In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned.
138 downloads
0 comments
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Complete music overhaul SWTOR style
Complete KOTOR music overhaul (SWTOR style)
Hello there ! After some playthroughs, I thought the KOTOR 1 ambient themes were great but too old and I needed something fresh. And yes, I know there are some musics overhaul mods out there, such as Detran’s movie mod : https://www.nexusmods.com/kotor/mods/1552
But I wanted a more ambient version. And I realized SWTOR themes were the perfect match for most of the places you visit in KOTOR.
So I took many SWTOR themes (and some others, if you want the surprise don’t look at the resumee below, but there’s not much more than SWTOR themes tbf), which gives us a total of 26 ambient musics (there’s not much about fight music yet, but updates could come if asked). Hope you like it !
Installation :
- Make a backup of the streammusic folder in your game directory,
- take the files from my mod’s “themes” folder and put them in your streammusic folder. When ask to replace, click yes.
- 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.
Uninstallation :
- Delete your streammusic folder in your game directory,
- Take your streammusic backup folder and put it back in your game directory.
Issues / incompatibilities :
None that I know of. Tell me if you find one, but since it only replaces files in streammusic folder it should be good. Thus, K1R compatibility should be guaranteed (K1CP too, that one I tried and it should work perfectly)
Obviously though, you must not have other music mods installed that make changes to the same files/themes for it to work.
That’s basically it. If you enjoy it and/or have improvement to suggest, feel free to text me !
Themes :
Sith Theme (mus_theme_sith, Endar Spire) : The Siege of Alderaan
Taris Upper city (mus_area_tarisup) : Coruscant, The Capital
Appartments upper (mus_area_townsus ?) : Glory, the Galactic Republic
Taris Lower city (mus_area_gang) : Scum, the Bounty Hunter
Appartments lower (mus_area_townint ?) : Taris, The Plague
Taris Sewers (mus_area_sewers) : Nal Hutta, The Glorious Jewel
Dantooine Academy (mus_area_acad) : Peace, the Jedi Consular
Dantooine outside (mus_area_out) : Justice, the Jedi Knight
Dantooine Rakata Ruins (mus_area_ruins) : Voss, The Mystic Garden
Ahto City (mus_area_ahto) : Alderaan, The Throne
Manaan ocean floor (mus_area_hrakert) : Ziost, the grave
Cantina 1 and 2 (mus_area_cant1 et mus_area_cant2) : Run Kessel Run / See you on the Dark Side : Jukebox themes
Tatooine Desert (mus_area_desert) : The Desert and the Robot Auction
Kashyyyk (mus_area_kash) : Tython, The Wellspring
Wookie village (mus_area_enclave) : Episode VI’s Victory Celebration
Shadowlands (mus_area_shadow) : Dromund Kaas, The Seat of Power
Korriban academy (mus_area_valsith) : Treachery, the Sith Inquisitor
Korriban fight (mus_bat_valsith) : Deception, the Sith Warrior
Star forge (mus_area_sforge) : Balmorra, The Forge
Bastila (mus_theme_bast, love) Theme : Bastila Shan and Revan Love Theme | CINEMATIC VERSION from Samuel Kim
Carth (mus_theme_carth, republic army) Theme : Hope, the Republic Trooper
Main screen Theme (mus_theme_cult) : Clash of Destiny Epic Version from Samuel Kim
Czerka Theme (mus_theme_czerka) : Villainy, the Imperial Agent
Malak Theme (mus_theme_malak) : Star Wars: Duel of The Fates | EPIC VERSION from Samuel Kim
Republic Theme (mus_theme_rep) : Bravado, the Smuggler
First, thanks to Shem for his ultimate sound mod (which I recommend downloading first, then my mod)
But even more to JCarter for his amazing SithCodec which I obviously used for my mod.
Other than that, big thanks to all people who contributed to making this game, these musics, and to the Deadlystream people that make modders and the community's life much easier. Thanks to all of the people who download this mod, and to the Kotor community in general.
164 downloads
0 comments
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KotOR1 Companion Fix
By GearHead
This mod corrects companion stats. Also makes dark side Bastila level 3.
WARNING:
This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine.
If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save.
List of changes:
Bastila:
- Awareness Skill 4 -> 6
- Treat Injury Skill 4 -> 6
- Fixed a bug that caused some of her textures to be transparent.
- Her dark side version is level 3 now. Same stats but evil and has dark side powers (Stun -> Fear, Force Aura -> Wound).
Juhani:
- Stealth Skill 5 -> 4
- Awareness Skill 8 -> 7
- Treat Injury Skill 8 -> 7
T3-M4:
- Demolitions Skill 1 -> 3
- Swapped Combat Droid and Expert Droid feat gain tables. (-3 feats for T3)
Zaalbar:
- Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.)
Jolee:
- Awareness Skill 5 -> 7
- Treat Injury Skill 4 -> 6
HK-47:
- Hit Points 66 -> 78
- Demolitions Skill 5 -> 7
- Awareness Skill 5 -> 7
- Repair Skill 6 -> 8
- He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels.
- Swapped Combat Droid and Expert Droid feat gain tables. (+3 feats for HK)
- Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one.
581 downloads
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Star Forge Horde Spawn Intensity Changer
By GearHead
This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10.
Star Forge Horde ~/2 - Padawan difficulty.
Star Forge Horde x2 - Jedi Knight difficulty.
Star Forge Horde x3 - Jedi Master difficulty.
Star Forge Horde x4 - Jedi Grand Master difficulty.
Star Forge Horde x5 - Chosen One difficulty.
Star Forge Horde x10 - You are insane.
125 downloads
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A Crashed Republic Cruiser on a Nameless World
By LDR
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Knights of the Old Republic
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TITLE: A Crashed Republic Cruiser on a Nameless World (1.1)
AUTHOR: LDR
FILENAME: ldr_repshipunknownworld
FILESIZE: 176 MB
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INSTALLATION INSTRUCTIONS
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There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder.
NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know.
This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods.
To uninstall, remove the files from their respective folders in the SWKotOR directory.
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» STANDARD INSTALLATION
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1) Double click TSLPatcher.exe.
2) Click the "Install Mod" button and select your SWKotOR game directory.
3) Sit back, relax, and wait for the installation to complete.
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» MANUAL INSTALLATION
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1) Open up the tslpatchdata folder.
2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory.
3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory.
4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one).
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» OPTIONAL INSTALLATION
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1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods.
2) Double click TSLPatcher.exe.
3) Click the "Install Mod" button and select your SWKotOR game directory.
4) Sit back, relax, and wait for the installation to complete.
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Mod Permissions
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You may not use any assets of this mod in your own mod without first contacting me.
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DESCRIPTION
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This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable.
You must have a save before setting foot on the Unknown World. Please make sure to trigger the Rakata encounter on the beach before exploring the cruiser.
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» Version 1.1 Changes
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- Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple.
- Corrects reported spelling/gramatical errors.
- Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods.
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BUGS
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Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod.
Exploring the cruiser before triggering the Rakata encounter on the beach can break the cutscene. To be safe, make sure to trigger this BEFORE exploring the cruiser.
"Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect.
If you find any please post them in the comments or send me a direct message. I will address them as soon as I can.
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» MODULE/ITEM NAMES
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For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins.
m41ae
m41af
152unk
153unk
m41ai
m41aj
LHC
LHW
Blaster Pistol template 020
Forearm Band template 019
Gauntlet template 019
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Voice Acting
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DarthTyren as Medical Officer Audio Log
Mellowtron11 as Engine Officer Audio Log
Sith Holocron as Republic Captain Audio Log
Zhaboka as Kolgrim
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Permissions
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Permission granted from Darth InSidious to use his alternative beach Hammerhead textures.
Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods.
Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod.
Permission granted from Thor110 to repurpose his ported K1 Harbinger modules.
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Credits
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- To the people who created the tools which have allowed me to create this mod.
- Kotor Tool..........................Fred Tetra
- K-GFF GFF Editor/DLGEditor..........tk102
- ERF Editor/TSLPatcher...............stoffe
- MDLOps..............................cchargin/JDNoa
- Lipsynch Editor.....................JDNoa
- XVI32 Hex Editor....................Chmaas
- CSLU Toolkit........................Oregon Health & Science University
My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you!
JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much.
Lachjames for his assistance in helping me generate/test .lip files.
Snigaroo for bug reporting and feedback for the 1.1 patch.
All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag.
All of you who downloaded this mod! Thank You!
24,129 downloads
- cruiser
- deadlystream
- (and 4 more)
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Electrical Swords
By nadrino
Summary
A mod for "Star Wars : Knights of the Old Republic" that modify the appearance of melee swords by electrical swords for a more STAR WARS-like look.
This mod changes the appearance of every iron sword in the game. Every original sword has been slightly modified to add a colored glowing effect on the blade. The idea was to keep the original look of each iron sword while adding this futuristic glow.
How to install?
Two version are available, `tga` or `tpc`, that can be found in the `install` folder. Put the content of the `override` folder into the `override` folder of your game.
Compatibility table
| Platform | Works | Comment | |------------------|-------|-----------------------------------------------------------| | PC - Steam | ✅️ | | | PC - Original CD | ✅️ | | | macOS | ✅️ | | | Nintendo Switch | ✅ | Only the `tpc` version | | iOS | ✅ | Only the `tga` version | | XBox | ❌ | `.mdl` files make the game crash when displayed on screen |
Credits
The glowing textures were taken from the original mod: Vibrosword replacement pack 1.0 by DeadMan.
The electric buzz sound were taken from the sound bank of original PS1 game: Star Wars: Episode I – The Phantom Menace.
Source
Github page: kotor-mod-electrical-swords
Permissions
Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
Anything else - be my guest, use like you want, just give credit to me.
64 downloads
0 comments
Updated