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  1. HD PFHA05

    Re-texture of PFHA05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi.
    To Install
    1. Download: HD PFHA05
    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.

    2,565 downloads

       (0 reviews)

    2 comments

    Submitted

  2. HD PFHB03

    Edited model - DarthParametric
    Re-texture of PFHB03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi.
    To Install
    1. Download: HD PFHB03
    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.

    13,655 downloads

       (0 reviews)

    4 comments

    Submitted

  3. TOR Ports: Pureblood Sith Female Player Head for K1

    This mod adds a Pureblood Sith head and underwear model from The Old Republic MMO, ported to K1 as a selectable player head for female characters.
    A few notes:
    A unique underwear model is included, but because of the different way TOR and KOTOR mate heads to bodies, I had to add a neck stump to the torso to elevate the head to the right height. That makes for a pretty nasty transition at the seam line, but it should mostly only be visible in dialogue. Try not to have too many conversations while naked I guess. By default, the underwear is a sports bra and panties. For those wanting something a little more chaste, there’s an alternative modesty patch that provides a pair of shorts/hot pants instead. After running this installer, simply copy and paste the TPCs from the OPTIONAL folder to your Override folder, overwriting when prompted. Odyssey’s lack of proper specularity, much less the advanced (by comparison) graphical features of TOR, means you should expect that the textures will look pretty flat in KOTOR compared to how the originals look in TOR. KOTOR has a maximum bone limit per mesh of 17. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations, but probably nothing significant for mute player characters. Differences between how TOR and KOTOR handle animations mean that some of the bone weights are probably too strong, so expect some bad deformation occasionally. Especially when the game uses stunt animations in certain cutscenes. An example of this is the opening cutscene on the Endar Spire, where the eyelashes and eyebrows get a bit carried away. If you notice anything particularly egregious, post a comment with some notes of the specifics and a screenshot/video and I'll see if it can be mitigated. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    583 downloads

       (1 review)

    0 comments

    Submitted

  4. JC's Jedi Tailor for K1

    Summary
    This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.
    The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.
    I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.
    To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.
    You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.
    Installation
    Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.
    This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.
    This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.
    This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey).
    The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.
    The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    LipSynchEditor – JdNoa
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    33,752 downloads

       (2 reviews)

    36 comments

    Updated

  5. Women underwear

    Re-texture of women underwear for Star wars: Knights of the Old Republic. Texture resolution 2048x2048. The archive contains 12 textures, 1 .txi.
     
    To Install
    1. Download: Women underwear
    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.

    3,137 downloads

       (3 reviews)

    0 comments

    Submitted

  6. PFHC03 HD

    Re-texture of PFHC03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi.
    To Install
    1. Download: PFHC03 HD
    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.

    2,457 downloads

       (0 reviews)

    2 comments

    Submitted

  7. JC2 Camera Mod

    Have you ever hated not being able to look straight up?
     
    I know I have.
     
    The player camera will now be able to look directly up while in First Person View, by default the keybinding is CAPS.
    VERSION 1: Zooms the camera in a bit, so that the camera angle is closer making it very similiar to the default Ebon Hawk camera viewpoint. The camera angle will remain the same during combat, providing a slightly different feel. The player is , also, able to look up and down.

    VERSION 2: Only modifies the player's ability to look straight up and straight down.
    If you have any High Quality Skyboxes or HQ texture mods for Kotor 1, then you might want to be able to see all of them without wasting time moving your player to the farthest side of the map, just to look up.
     
    Installation: Decide which version you want, copy and paste "camerastyle.2da" into the override folder.
    Uninstallation: Remove "camerastyle.2da" from override folder.
    I hope you enjoy it!
     
    Credits:
    Fred Tetra for making KT
    Deadlystream.com for hosting all of my mods!

    1,214 downloads

       (3 reviews)

    4 comments

    Updated

  8. Czerka Armor and Appearance Fix

    Czerka Corp is one of the biggest business entities in the galaxy, employing billions of sentients on who knows how many planets. Yet in the vanilla version of K1, the developers made some weird (to my mind) decisions on how to depict the employees of this vast corporate empire. JC's Korriban: Back in Black mod recognized and corrected the odd decision the developers made to have Czerka employees wearing Sith military uniforms, but this weirdness regarding Czerka is not just limited to Korriban. On Tatooine, there are personnel identified as Czerka employees who are dressed as commoners. On both Tatooine and Kashyyyk there are Czerka guards patrolling their areas unarmed. It could be argued that these might be local contracted labor who therefore don't get uniforms, but I don't really picture this for security personnel, who serve as the only type of law enforcement in places like Anchorhead, or for the crews of the sandcrawlers, who operate specialized equipment that was imported to the planet. On Kashyyyk, a particularly dangerous planet, you would expect to have every security person armed and wearing armor to protect them from the wildlife and to deal with potential rebellion by the people they are enslaving. That's not to say there's absolutely no place for independent contractors, but I think those characters would be mostly people operating small businesses under license, like the bartenders in Dreshdae and Anchorhead, the weapons dealer in Dreshdae, or the Ithorians running the hunting club or the droid shop in Anchorhead. I also didn't like that only human and Twi'lek employees got uniforms, especially when the Ithorian on Kashyyyk held what seemed to be a very important position there. This mod seeks to address these issues by appropriately clothing all Czerka personnel and providing armor for those employees who should have it.
    Version: 1.0 completed 10/17/20
    Description: This mod makes several changes to the appearances and capabilities of characters employed by Czerka Corp:
    1. All human and Twi'lek non-paramilitary Czerka personnel on every planet where Czerka operates wear Czerka uniforms. Czerka employees on Korriban wear standard Czerka uniforms instead of Sith military uniforms. The Czerka miners on Tatooine and Mission's brother Griff also wear Czerka uniforms.
    2. The Rodians Greeta and Fodo and the Ithorian Janos wear varients of the Czerka uniform that are fitted for their respective species.
    3. All Czerka personnel working in the paramilitary departments of the company such as security, slaving or hunting are appropriately armed for their jobs and also wear custom Czerka armor which displays an employee's rank by the number of stat bars on the chest (for men) or sleeves (for women). There are six ranks (loosely based on police ranks) in all. Rank determines the type of armor worn by the employee:
    Stat Bars    Rank                          Armor
    0                  Guard                         Czerka Light Armor
    1                  Constable                  Czerka Light Armor
    2                  Officer                        Czerka Mod I Armor
    3                  Sergeant                    Czerka Mod II Armor
    4                  Lieutenant                 Czerka Mod III Armor
    Special        Captain or higher    Czerka Medium Armor
    This armor can be obtained in game and worn by PCs.  It comes in five varieties:
    ---------------------------------
    Czerka Light Armor
    Base Class: 4
    Note: Basically just a standard combat suit bearing the Czerka colors and logo. No special features.
    ---------------------------------
    Czerka Mod I Armor
    Base Class: 4, Upgradable
    Armor Reinforcement:        +1 Defense Bonus
    Mesh Underlay:                   Resist 5/- vs. Energy
    ---------------------------------
    Czerka Mod II Armor
    Base Class: 4, Upgradable
    Armor Reinforcement:        +2 Defense Bonus
                                                    Resist 10/- vs. Slashing
    Mesh Underlay:                    Resist 10/- vs. Energy
                                                   Resist 5/- vs. Fire
    ----------------------------------
    Czerka Mod III Armor
    Base Class 4, Upgradable
    Armor Reinforcement:        +3 Defense Bonus
                                                   Resist 10/- vs. Slashing
                                                   Resist 10/- vs. Piercing
    Mesh Underlay:                    Resist 15/- vs. Energy
                                                   Resist 10/- vs. Fire
    -----------------------------------
    Czerka Medium Armor
    Base Class: 6, Upgradable
    Attribute Bonus:                    +1 Dexterity
    Armor Reinforcement:        +2 Defense Bonus
    Mesh Underlay:                      Resist 20/- vs. Universal
    For everyone concerned that this mod will cause the all-green Czerka commander's uniform to disappear from the game (since only Captain Dehno and Commander Dern wear it in the original game), don't worry. That uniform has been reassigned to non-paramilitary personnel who work in supervisory positions like the mining team leader on Tatooine, the guy who manages the Czerka general store on Korriban, or Carth's friend Jordo who is apparently a cargo ship's captain.
    Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically.
    Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files.
    Compatibility: This mod is compatible with any other mod that does not share the same .utc, .uti, .utp and .tga, file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. There may be incompatibilities of this mod's Korriban .utc files with JC's Korriban: Back in Black mod, but I am not certain, since JC's mod installs content at the module level and I do not know if that mod adds files into the Override folder or not. That's a level of modding I haven't yet learned.
    Note on Screenshots Displayed for this Mod: This mod does not reskin weapons, it only gives weapons to personnel who should have them equipped. The blasters featured in the screenshots for this mod are not mine, but are from Sithspecter's excellent High Quality Blasters v 1.1 mod, which I have installed in my version of K1.
    Also, the Screenshots folder that comes with the download includes some bonus content for your amusement. Enjoy!
    Acknowledgements: This mod was made using the following tools:
    TSL Patcher v. 1.2.10b1 by stoffe, updated by Fair Strides
    ChangeEdit v. 1.0.5b1 by stoffe, updated by Fair Strides
    KOTOR Tool v. 1.0.2210.16738 by Fred Tetra
    GIMP v. 2.10.6
    Many thanks to the authors and developers of these programs!
    Thanks also to deadlystream.com, BioWare and LucasArts.
    Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.

    480 downloads

       (1 review)

    3 comments

    Updated

  9. JC's Cloaked Jedi Robes & Supermodel Port for K1

    Summary
    This is a mod resource of my various cloaked robe ports, including Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes.
    I've included all the textures I made for these mod releases as well as the Photoshop Document (PSD) files I used to make them. The PSDs have different layers for the overlays, masks, and each robe variant. Anyone who wants to make new textures for this model or do anything else with it may do so and is strongly encouraged to.
    You'll need to use the Supermodel Port (also included) for the robes to animate properly in K1.
    Compatibility
    The Supermodel Port is super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models.
    Credits
    KOTOR Tool – Fred Tetra
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    Permissions
    Mod
    JC's Supermodel Port for K1
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic
    Source of Ported Assets
    Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment
    Attribution Preference
    "Supermodel Port by JCarter426" or "uses JC's Supermodel Port" or some other reasonable phrasing.
    This mod resource is released under the following licenses:
    Attribution Only License Ported Content License Attribution Only License (AOL)
    * You've got mods! *
    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
    (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
    (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Ported Content License (PCL)
    This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Final notes
    Any edits to these files are going to be fundamentally incompatible with any other edits. While I'm releasing this as Attribution Only, I do ask that you don't release edited versions of the supermodels unless needed. The supermodels are fragile and difficult to troubleshoot, and even I don't entirely know or remember how these work, so it would make things a lot easier if you don't make any further edits unnecessarily; that way we know the source of any problem and there is less to troubleshoot.
    Ideally, you'll only need to include the supermodels for animation support, and only edit using the Modular Supermodels to add any extra animations.
    I'll stand by as maintainer of the sacred ported supermodels to apply any fixes or other updates.
    In the event that I lapse in ability to perform this task, I authorize the transfer of power to another candidate following one year and one day of non-response on my part. Whosoever is willing to take up the role may do so if the community wills it. Should there be multiple contenders, they shall duel for the right to succeed me in a manner of their choosing (possibly to the death).
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    1,694 downloads

       (1 review)

    20 comments

    Updated

  10. Upgraded Implants

    When first playing Kotor 1 not too long ago I considered that the implants in the game were lacking some punch. They're rare, can be very expensive and on top of that they require spending feat points to even equip. So I went in and "upgraded" all but two (including the ones added by Yavin Station).
    The two left out are the implants that make the user immune to poison and mind-affecting. These two bonuses are good enough as they are without adding more on top of them.
    These are not meant to be "cheat" items. I consider them to be properly balanced within the vanilla game. Hope they are enjoyed.
    Credits: Kotor Tool by Fred Tetra

    2,385 downloads

       (0 reviews)

    0 comments

    Updated

  11. Vandar Silent Dialog Fix (Android)

    During a certain conversation with the Jedi Masters on Dantooine, Master Vandar can speak a line of dialog that is not voiced.
    This is an Android-only bug. It seems whomever was in charge of making each line of voice acting work only with the Android port left this particular line in its PC state which is incompatible with the port, resulting in silence.
    Luckily the line by Vandar is pure fluff and it is the proceeding line by Vrook that moves the conversation forward. My fix? Remove Vandar's silent line. Nothing is lost in the conversation as it will skip Vandar and jump to Master Vrook instead.
    This mod is compatible with "Jedi From The Start" as even though that mod changes a lot of dialog on Dantooine with the Jedi Masters, this particular dialog file for Vandar is not used.
    Credits: Kotor Tool by Fred Tetra, DLG Editor by tk102

    274 downloads

       (0 reviews)

    7 comments

    Updated

  12. Improved Galaxy Map (Android)

    I present to you one of the few Android-only compatible mods for Kotor 1. You may be thinking one of two things after that statement; what makes this mod only compatible with the Android port or the fact that an improved galaxy map made by Kexikus already exists which places the planets in their Star Wars canon locations. Well as it turns out that mod is incompatible with the Android port because Aspyr used a scaled down version of the "galaxymap.gui" which results in that mod not working properly in the port. Also, the settings on that mod's TSL Patcher have to be changed even if the Aspyr galaxy map is used in that mod's installation. Bottom line; that mod would have to be reworked to function properly with Android Kotor.
    Now that I've covered my bases to avoid any claims of mod theft, I'll proceed to explain the mod.
    First, I don't care much for "canon" placement of the planets. I could have placed them canonically, but I didn't like how most were bunched together on only one side of the map and in a version of the game where most use touch controls it's better to have them neatly separated throught the galaxy map as to avoid touching the wrong one. 
    This mod comes as is and I will most likely not upload a TSL Patcher version. The reason being that many Kotor Android players have no access to a computer and it makes it difficult for them to access some mods.
    Warning: This mod as stated above is meant to be used with the Android port of Kotor 1. Using it on the PC version may result in damage that I cannot be held responsible for.
    Credits: TSL Patcher by Stoffe

    470 downloads

       (0 reviews)

    0 comments

    Updated

  13. Better Genoharadan Items

    Knights of the Old Republic 1 suffers from an issue where unique items and equipment don't really stack up when compared to generic variants in their class. A waste for items that tend to have unique appearances and icons. The items given by Hulas for the assassinations are a perfect example.
    The Genoharadan items have been upgraded and kept reasonably balanced. But make no mistake, they are some of the best equipment in the game - as they should be. Also, all instances of "GenoHaradan" have been changed to "Genoharadan" and the datapad given to contact Hulas is now called "Shady Datapad."
    If you use the "High Quality Blasters" mod by Sithspecter (and why wouldn't you be) then only use the "geno_blaster.uti" file inside the "High Quality Blasters" folder. Otherwise the Genoharadan Blaster will not appear with its unique appearance.
    Credits: Kotor Tool by Fred Tetra

    1,226 downloads

       (1 review)

    3 comments

    Updated

  14. [K1] Revans Robes in Ebon Hawk hidden compartment.

    Simply adds Darth Revans robes (g_a_mstrrobe06 aka vanilla version) to the hidden compartment on the Ebon Hawk.
    *after making the K2 version of this mod I realized this actually makes no sense at all, I guess davik somehow acquired them, lol*
    *I'm going to try to think of a spot where they would make more sense for K1, but I will keep it up just for lol's.*
    This mod literally makes ZERO sense, but use it as you see fit
     
    IMPORTANT PLEASE READ!!!
     
    This mod will only work if installed BEFORE you get on the Ebon Hawk for the first time on Taris.
    Unfortunately, as far as I am aware, it's not possible to repopulate placeables in areas that have already been loaded.
    If anyone knows a fix for this, please let me know.
     
    Compatibility:
    K1R Compatibility: I am leaving this as "No" for now since I have not tested it, if someone is willing to try it go ahead, but don't blame me for any issues it may ensue. 
    However, I would suspect it should be compatible with anything that does not replace ebcont002.utp
     
    Install:
    Extract then merge the Override folder with the one in swkotor\Override
    OR just drop the single file "ebcont002.utp" into your Override folder
    If you don't have an Override folder, just drop the provided "Override" folder wherever your swkotor.exe file is located.
     
    Permissions: Upload, edit or translate this as you please, just give credit to me as the original author 
     
    Credits:
    FRED TETRA for the amazing "KOTOR TOOL"
    TK102 for the amazing "K-GFF"
    rece_w for his very helpful "Kotor Modding Tutorials: Editing textures, uti, utc, utm, utp, dlg, Creating merchants (PC/Mac)" on youtube! 
     
    Have a good one!

    846 downloads

       (0 reviews)

    0 comments

    Updated

  15. KOTOR: PS4 Controller Support - DS4Windows Profile

    Noticing a severe lack of controller support for KOTOR using a PS4 dual shock 4 controller I made up this profile to use with DS4Windows controller mapping program.
    The controllers touchpad + gyro support for mouse emulation works wonders for this game😉
    Features:

     
    DS4Windows Link: HERE

    1,178 downloads

       (0 reviews)

    2 comments

    Submitted

  16. Manaan Merc Overhaul

    ------------------------------------------------------------------------------------------------
    MANAAN MERC OVERHAUL for Star WarsTM - Knights of the Old Republic
    by garm343
    ------------------------------------------------------------------------------------------------
    Version: 1.0.0 completed 9/9/20
    Description:
        
    This mod makes changes to the appearance of the various mercenaries the player will encounter while on Manaan. It adds armor to the mercenaries who appear unarmored in the vanilla version of the game and changes the armor visible on each merc to one that is appropriate for that merc’s culture. For example, the Mandalorian merc will now wear Mandalorian armor and the Echani mercs will wear Echani armor. This mod also changes the faces and hair of the Echani mercs so that they now look like Echani (white hair, silvery eyes, and pale complexions). The stun baton carried by the Twi’lek merc in the underwater base is replaced with a heavy blaster instead. This mod does not alter the Iridorian merc’s appearance as he is already wearing his armor.
    Installation:
        
    Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically.
    Uninstallation:
    Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files.
    Compatibility:
    This mod is compatible with any other mod that does not share the same .utc, .tga, .mdl, and .mdx file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly.
    Acknowledgements:
    This mod was made using the following tools:
        TSL Patcher v. 1.2.10b1
        ChangeEdit v. 1.0.5b1
        KOTOR Tool v. 1.0.2210.16738
        MDLedit v. 1.0.3
        GIMP v. 2.10.6
        Many thanks to the authors and developers of these programs!
        Thanks also to deadlystream.com, BioWare and LucasArts.
    Note:    Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.
     

    1,092 downloads

       (0 reviews)

    6 comments

    Submitted

  17. Player Head PFHB02 Dark Side Transition Eye Fix

    The player head PFHB02 has an issue with the eyes of its Dark Side transition textures. Namely, whoever made them offset the eyeball overlay they were trying to blend over the top of the base texture, resulting in a progressively noticeable duplicated set of irises. This mod cleans up the irises so they look as intended. Three options are available. The original 256x256 textures with just the eyes edited, a version that has been AI upscaled to 1024x1024, and an version that is upscaled with the addition of eye textures taken from SWTOR.
    Installation Instructions
    Pick which version the want, copy those TPCs inside that folder to your Override folder.
    Known Issues
    The UVs of the head are terrible, so the pupils are a bit wonky. I didn't want to have to edit the head mesh to fix it, since that might affect other mods.
    Compatibility
    Won't be compatible with other retextures of PFHB02, obviously.
    Acknowledgements
    Thanks to @ndix UR for TGA2TPC Thanks to @StellarExile for an issue post on the K1CP repo about this, which prodded me into remembering I had something for this Original eye textures  for one version ported from The Old Republic MMO

    12,661 downloads

       (1 review)

    1 comment

    Updated

  18. Kotor companion tweaks

    A few character adjustments to better fit the classes and default skillset/gear they have.
     
    Carth: dual-wielding ranged soldier
        - Removed: Power Attack
        - Added: Rapid Shot
        - Removed: Specialization: Blaster Pistol
            To ensure he only has 1 lvl 4 feat in Improved Two-Weapon Fighting
        - Removed: 1 point in Repair -> 0 Repair
        - Added: 2 points in Demolition -> 2 Demolition
            A soldier with 1 point each in cross-class skills is just weird
            The point in Security makes sense to some degree, as he's the commanding officer on the Endar Spire
    Mission: ranged/melee scoundrel hybrid
        As every other companion has pretty clear-cut use-cases Mission will therefore become a true hybrid to spice things up, but
        even then playing a backstabbing scoundrel is way too awkward in Kotor
        - Removed: 2 INT points -> 12 INT
        - Removed: 2 DEX points -> 14 DEX
        - Added: 4 STR -> 14 STR
        - Added 1 WIS -> 12 WIS
            Mission is a smart girl
        Being a rogue and having Scoundrel's Luck + Sneak Attack has to be offset by not adjusting HP and CON
    Zaalbar: face-tank melee
        - Removed: Improved Power Attack, as scouts don't get a feat at lvl 4
    Bastilla: Jedi Sentinel
        - Removed: Proficiency: Blaster Pistol
            It always struck me as odd that Kotor Jedis have blaster training
        - Removed: 2 DEX -> 16 DEX
        - Added: 2 STR -> 14 STR
        - Removed: 3 CHA -> 12 CHA
        - Added: 2 CON -> 14 CON
            As a force/melee hybrid she should actually have the stats for it
    Jolee: Jedi Consular
        - Removed: Proficiency: Blaster Pistol
        - Removed: 2 DEX -> 14 DEX
        - Removed: 1 WIS -> 14 WIS
        - Removed: 1 CHA -> 14 CHA
            Too many overall points by default, and as a consular his focus should be the force
    Juhani: Jedi Guardian
        - Removed: Proficiency: Blaster Pistol
        - Added: Flurry
            More choices for melee
        - Removed: 2 WIS -> 10 WIS
        - Removed: 1 CHA -> 12 CHA
        - Removed: 2 INT -> 12 INT
        - Added: 3 STR -> 16 STR
            A melee build with force on the side
    Canderous: yet another ranged soldier
        - Removed: Power Attack
        - Removed: 2 WIS -> 12
        - Removed: 1 STR -> 14 STR
        - Addded: 3 DEX -> 15 DEX
    HK-47: ranged meatbag assassin
        - Added: Rapid Shot
            He was 1 feat short for being a lvl 6 combat droid
        - Removed: 4 STR -> 12 STR
        - Added: 2 DEX -> 16 DEX
        - Added: 2 CON -> 12 CON
     
    Compatibility:
    - As far as I understand it tweaking character stats without touching anything else should be pretty compatible with everything
    - I reckon it should work just fine with K1R, but as I did a test playthrough with the community patch instead of K1R I flagged it as no just to be safe

    642 downloads

       (0 reviews)

    1 comment

    Submitted

  19. Item Description Fix Pack K1

    Item Description Fix Pack For KotOR 1

    -Description-
    This mod is an attempt to fix as many issues with item descriptions in the game as possible including mistakes such as typos, grammar problems, spacing, issues with paragraphs, and consistency problems.
    There has been no attempt to fix intentional things that might be considered a quirk of the game. This just fixes the above problems and tries to make things more consistent.
    -Summary-
    * All headgear items now show that they can’t be used by Wookies.
    * Grenades look consistent with each other.
    * Mines look consistent with each other.
    * Droid utility items look consistent with each other.
    * Fixes to obvious mistakes with spaces and return carriages.
    * Basic grammar and punctuation issues are fixed, but awkward wording is not.
    * Spelling mistakes are fixed, except for items where alternative meanings are acceptable.
    -Installation-
    TSLPatcher is used as the installer but universal compatibility is not guaranteed yet. This will be done in a later revision of this mod and for now it will not overwrite your other mods.
    To start installation just extract the DescFixesK1 folder and run DescriptionFixesK1.exe from inside that folder.. follow the instructions from there.
    -Copying-
    You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod.
    -Credits-
     ·    Made with Fred Tetra's Kotor Tool
     ·    Uses TSL Patcher for installing the mod
     ·    KSE Save Game Editor was very helpful in creating this mod
     ·    JCarter426 for clarifying a question about editing placed item properties

    1,269 downloads

       (0 reviews)

    4 comments

    Updated

  20. JC's Fashion Line I: Cloaked Party Robes for K1

    Summary
    This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks.
    Installation
    Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first.
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options:
       a) 100% Brown
       b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment.
    Permisisons
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    2,646 downloads

       (2 reviews)

    8 comments

    Updated

  21. JC's Slave Bastila for K1

    Summary
    Early in the game, BioWare had Bastila appear in an outfit that's a homage to the infamous Slave Leia costume from Return of the Jedi. But it was just a retexture of her regular underwear. For the sequel, Obsidian made the same homage and included a more elaborate model that could be worn by most female members of the party once the item is acquired. This mod ports the K2 model to replace Bastila's outfit in K1.
    Note that this will not replace Bastila's easter egg appearance because that uses a different line in appearance.2da. That will have to remain a retexture of Bastila's underwear, unless one were to replace her underwear model with the dancer outfit entirely. Instead, this mod adds a dancer outfit item that Bastila can wear any time afterwards. It has the same properties as the item from K2 and can only be worn by Bastila.
    I've modified the dancer outfit model to more closely resemble Bastila's body shape. I've also changed the texture to match her skin tone and fixed a few minor errors I noticed.
    Finally, I've included an alternate texture that changes the outfit's color scheme from red to a sort of dark blue with gold flowers and a lavender trim. I was trying to match the color scheme of her original outfit. @Dark Hope has also made a new texture with that color scheme and it's a lot fancier. Note that if you want to use any other texture that isn't in a TPC file, you'll have to remove JC_SlaveBast01.tpc.
    Compatibility
    This mod is not compatible with other mods that affect Bastila's slave appearance.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    This mod edits the script k_ptar_bastpart.ncs in tar_m03af.mod. If install another mod that edits that script after this one, then you won't automatically get the dancer outfit item, but all the other changes will still take effect. You can cheat the item in if you want. The item name is jc_slavebast.
    I've instructed the patcher to skip the file ia_cloths_255.tpc if it finds another copy present. If this file isn't installed, it will look like something else in the inventory but everything else will be as it should be.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    ERFEdit – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment.
    Permisisons
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    "We Beks don't believe in intergalactic slavery" but I guess they're totally cool with regular old domestic slavery?
    INTERGALACTIC SLAVERY NOT BELIEVED BY BIOWARE, OBSIDIAN ENTERTAINMENT, OR LUCASARTS.
    I was also going to make a "Song of the South" reference but I think anything I could possibly quote about that would be too offensive to be taken as a joke.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    7,697 downloads

       (1 review)

    26 comments

    Updated

  22. Spare Mission and Zaalbar

    ====================
    Spare Mission and Zaalbar v 1.2
    ====================
    Created by DarknessSquall (aka Scarrab) 8/31/20
    SPOILER WARNING FOR DARK SIDE PLAYTHROUGHS!
    .
    .
    .
    .
    .
    .
    ====================
    Description
    ====================
    This mod adds options for Dark Side ending players to keep Mission (and by extension, Zaalbar) as a party member, or to non-lethally remove Mission from the party while keeping Zaalbar. The default options that end in violence remain in the game.
    ====================
    Long Description
    ====================
    One of the most common complaints I've noticed about the Dark Side ending is that there's no way to avoid killing Mission. And the only way to keep Zaalbar alive is temporary as well, since he turns on you as soon as he realizes what happened. Some people refuse to go dark side for that reason - myself included! The way the game forces you to kill her really doesn't feel good, especially since Zaalbar has sworn his loyalty to you; killing Mission will obviously jeopardize that. Mission says she doesn't believe you'll kill her, and the only way to handle that is to...kill her?
    The violence felt unnecessary, and possibly out of character, depending on how you play the game.
    That's where this mod comes in. For dark side players at the end of the game, two new options have been added, bringing a grand total of three options for dealing with Mission & Zaalbar:
    1) Retain them both as party members
    2) Remove Mission as a selectable party member without killing her, but retain Zaalbar
    3) The vanilla options to kill Mission & Zaalbar, which still function exactly as they do in the base game
    My goal was to write the dialogue and script the events in the most lore-friendly, in-character, way possible, so that the mod felt seamlessly integrated into the game. If I have succeeded, first-time players won't even notice that a mod is running. Mission seemed very opposed to the idea of swearing loyalty you, but she also wasn't going to run away or attack you willingly. I believe that in this situation, where's she's stuck between a rock and a hard place, there are ways to avoid the situation ending in violence.
    Also, if anyone is worried about messing up their alignment - you will not gain light side points for choosing any of the options in this mod. Nothing about the situation really feels like a "light side" act, to me, after all.
    ====================
    Installation
    ====================
    Manual install: Open the folder called "Manual Install", then place unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip in your Override folder, which is located in your Knights of the Old Republic installation directory.
    Automatic install: Open the folder called "Automatic Install", then run TSLPatcher.exe and follow the on-screen instructions.
    ====================
    Technical Description
    ====================
    This mod consists of only a single .DLG file edit, but it gets the job done. Three of Mission's voice lines from other parts of the game are reused, so the corrosponding .LIP files are also needed, otherwise her mouth won't move for those lines.
    ====================
    Compatibility
    ====================
    This mod is not compatible with jc2's "Save Mission" mod or Tanesh's "Recruit Mekel" mod
    As long as you aren't using a mod that modifies unk41_mission.dlg, there shouldn't be any problems. If you're not sure, check for the presence of unk41_mission.dlg in your Override folder before installing this mod.
    ====================
    Known Issues
    ====================
    If Mission and Zaalbar have already been killed, you can't go back in time and bring them back. Load an earlier save to when they were still alive.
    If you choose to keep Mission as a party member, you can still talk to her like normal, and she'll give the same usual responses and act like nothing happened. Chalk it up to her mind being overly optimistic as a coping method, and/or her still being in denial about you having turned to the dark side.
    If you left Zaalbar on Kashyyyk and never allowed him to rejoin your party, I believe your only option will be to kill Mission. I haven't personally tested this.
    ====================
    Uninstallation
    ====================
    Automated uninstall: Not supported!
    Manual uninstall: Navigate to the Override folder in your KotOR installation directory and delete unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip.
    ====================
    Version History
    ====================
    v1.2 - 9/3/20 Added checks for Zaalbar's presence, and a fixed a serious bug where you couldn't kill Mission
    v1.1 - 9/2/20 Improved the player's dialogue options
    v1.0 - 8/31/20 Initial release
    ====================
    Permissions
    ====================
    This mod should only be available for download on NexusMods.com and DeadlyStream.com.
    You may only upload this mod to another website for the purpose of preservation if it is no longer available for download on BOTH of those websites, and if you credit me as the original author.
    You may not include this mod in any mod compilation without my permission.
    You may edit this mod for your own personal use, but you may not upload a modified version of it to the internet.
    ====================
    Thanks & Credits
    ====================
    jc2 - Created the "Save Mission" mod, inspiring me to create v1.0 of my mod. Then, we had a good conversation about more ideas, inspiring me to release the v1.1 update
    Michele - Messaged me about the "Recruit Mekel" compatibility issue, which led me to discover a few serious bugs, leading to the release of the v1.2 update
    DarthParametric, JCarter426 - Gave me detailed and extremely helpful answers when I asked for information on the Deadly Stream forum
    Death a Barbar - and all the other dark side players who requested a mod like this
    Fred Tetra - created the KOTOR Tool
    TK102 - created the DLGeditor
    stoffe - created TSLPatcher
    All Star Wars fans - except for fans that believe KOTOR is non-canon now (just kidding...mostly...)

    2,682 downloads

       (2 reviews)

    2 comments

    Updated

  23. Kill Marlena

    JC2 PRESENTS
                                                                                                                                                                 KILL MARLENA 

    On Tatooine, Marlena decides it is O.K. to murder her husband.
    While the PC is either oblivious to this, or acknowledges it, yet still does nothing about it.
    This is wrong. Being ignorant or merely not understanding a psychotic woman is understandable, but for those who chose the dialogue option "it sounds like you are going to kill him!"
    Then, it becomes apparently obvious that a mod is needed to fix this lame interaction into a character developing moment.
     
    You can either bring justice to the outer rim by killing her, as a Jedi.
    Or you can cut her down, because she assumed you to be a low life thug. 
    Or even, simply because she reminds you of your ex-girlfriend who broke your heart and you need compensation from a video game to express the full extent of your "feelings." You poor thing.
    Nevertheless, there are 6 total response the PC can have to this situation.
    5 Darkside responses leading to death.
    3 Lightside responses/outcomes
    Added an additional force persuasion option, it'll make you laugh!
    Therefore, if you are not sure if you'll go darkside or lightside, you will still benefit from downloading this mod!
    Also, you can inform Tanis (her husband) of his wife's condition. Either alive, dead, or gone, etc...

    See readme for full disclosure on the mod, including how to get the most out of it.
    ------------------------------------
     
    I hope you enjoy!
    Please give any feedback, even negative! I need it to improve.
    Recommend downloading Ebmar's Marlena Venn Legends reskin to improve the experience.
    ------------------------------------
    Credits: Fred Tetra for KT and Stoffe for his tslpatcher
    Deadlystream.com for hosting this mod.
    Request made by ToddHellid.

    3,096 downloads

       (6 reviews)

    17 comments

    Updated

  24. Save Mission

    JC2 PRESENTS
                                                                                                                                               SAVE MISSION
     
    There are two options > Leave Mission on the Unknown Planet.
    Or:
    Convince Mission to stay with your crew and serve you.
    However, this mod doesn't remove the option to kill Mission, that is stilll present in the game if you choose the third dialogue.
    For clarity, saving Mission begins with "You're all alone.. " (This should be the first option)
    Leaving Mission behind on the Planet begins with "Go on Mission - Get out of here ... " (second option)
    Two additional dialogue options have been added that appeal more to the themes of kotor and to the Sith (as suggested by SH).
    They are the last two options of the six total options and result in keeping Mission.
    Most lines are voiced by Mission so there's an element of realism to the mod, the additional lines spoken by Mission Vao use vanilla female twi'lek voice over,
    This is K1R compatible.
    ----------------------------------------
    Installation: Unzip file, place into override,
    Uninstall: Delete from override.
    ----------------------------------------
    Incompatible with Spare Mission and Zaalbar by Scarrab & any other mod that edits the "unk41_mission.dlg" file.

    Hope you enjoy!
     
    As always feel free to leave Negative/Postive feedback! This includes sending me a better screenshot, since my computer can't handle graphics of any kind, ever...
    ----------------------------------------
    Important Note:
    The current problem with the mod, is that if you talk to Mission again after this conversation, she will result to conversations opened up only after you crash on the Lehon (unknown planet) and will not seem to recognize your recent actions as SIth Lord and whatever option you chose. This presents a bit of issue with a lack of immersion, to avoid this. Don't talk to Mission again! This is what may be updated later.
    ----------------------------------------
    Contact me for bugs, issues, or feeback by PM or writing a review here.
    ----------------------------------------
    FYI: Red Mission reskin is a seperate mod by LoganZeZima "Reskinned Mission Vao."
     
    Credits:
    Thanks Deadlystream for hosting my mod.
    Thanks SH and Death'a'Barbar for suggestions
    Thanks FS for the DLG editor tool
    Thank you ! For downloading the mod.
    Requested by Death'a'barbar.
     
     

    2,109 downloads

       (8 reviews)

    10 comments

    Updated

  25. JC's Extra Saber Colors for K1

    Summary
    This mod adds five new lightsaber colors to Star Wars: Knights of the Old Republic, including the colors that were introduced in Star Wars: Knights of the Old Republic II – The Sith Lords. The new colors are cyan, orange, pink, silver, and viridian.
    The orange and cyan blades are similar to but visually distinct from Heart of the Guardian and Mantle of the Force. In KOTOR 2, the Heart of the Guardian and Mantle of the Force textures are simply reused, but I decided to retain the idea that these are unique crystals, so they are a little different from the standard orange and cyan.
    There is one item drop for each new color.
    Cyan: in some rubble near Juhani's haunt in the grove on Dantooine.
    Orange: on the corpse of Shaela Nur in the Tomb of Naga Sadow on Korriban.
    Pink: in the crystal cave on Dantooine.
    Silver: carried by an elite Sand People warrior in the desert on Tatooine near the entrance to their territory.
    Viridian: on the corpse of poor Nemo inside the ruins on Dantooine.
    Additionally, Suvam Tan on Yavin will sell the new crystals. He will have at least one and up to three of each color when he restocks his store. I thought it would be weird if he sold only the new colors, so for extra flavor he will also sell crystals in the original colors (blue, red, green, yellow, and violet).
    I have also swapped the placement of the other crystals in the cave around so they match the appearance of the crystal formations from which you receive them better. The blue crystal comes from the crystal formation that looks blue, etc.
    The lightsaber blade textures are based on the template I developed for my Lightsaber Visual Effects mod. I suggest that you also use that mod for aesthetic consistency.
    There are two versions of the mod: one that uses the original hilt models, and one that uses Hi Poly Tin Cans courtesy @VarsityPuppet.
    Installation
    Extract files from the downloaded archive. Run Extra_Saber_Colors_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Optionally, copy the files from the Alternate Viridian folder to Override if you want to use the alternate version that is closer to the original KOTOR 2 viridian texture, replacing the previously installed files. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    Ths mod uses TSL Patcher for compatibility, but various subtleties may make it incompatible with other lightsaber mods or mods that affect the same areas.
    This mod patches the following:
    upcrystals.2da danm14ac danm14ae korr_m39aa liv_m99aa tat_m18aa This mod must be installed after any non-TSL Patcher mods that edit those.
    On Tatooine, one instance of g_tuskenmale003 (Elite Warrior) has been replaced by a new creature file so only one of them will drop a silver crystal. The other instance of this creature is unaffected
    This mod utilizes the following model variations for lightsaber crystals and hilts:
    200 206 207 208 209  This mod is compatible with my Darksaber mod.
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

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