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  1. Two Colored Lightsaber - Double Bladed

    Edit 2: Updated the mod name from "Chaos Lightsaber" to "Two Colored Lightsaber - Double Bladed" in hopes that others will be able to find this mod easier, specifically because the mod is a bit niche in my honest opinion. The updated name isn't shown in the readme text file, but the mod is still the same.
    Edit: I should give credit where credit is due. So, thanks to rece_w for his tutorial on YouTube. Without it, I likely wouldn't have figured this out 100% on my own. He dropped a pretty significant hint in the video, and that's what got me even trying to make the mod myself in the first place. I will try to link the exact tutorial just below this text, but if it doesn't show up for whatever reason, the title of the video is:
    "Kotor 1 & 2: Custom Lightsaber Tutorial (PC/MAC)"
    Here's the video:
    https://youtu.be/EtxwmXHsIfQ
     
    README:
    Chaos Lightsaber
    Made by: K.O.2 Mods (aka The Frozen One on deadlystream)
    Version: 1.0
    About this Mod:
    As of version 1.0, the item can only be spawned into your game.
    Open the console and type "giveitem g_w_dblsbr043" without quotes, then hit enter.
    This mod might be just a *little* bit Over-Powered for some folks, I don't know for sure though because I usually play with cheats enabled. =P
    This took me most of a day to figure everything out, with minimal/beginner experience modding KotOR. Trust me, if an idiot like me can do it you can definitely do it too.

    Extra Info:
    10 years. 10, long, years I have waited for a mod just like this to appear. Back then it took me a long time to even find just one single image of a mod for KotOR that showed the double bladed lightsaber display both a red and blue color. Now, I've finished up one of my so called "Dream Mods", which are very specific mods that I wished I had years ago regardless if I or someone else made them or not. A decade of waiting for a days worth of work... worth it!

    How to use/activate/enable this Mod:
    Copy all files from the "Chaos Lightsaber Version 1.0" folder and paste them into your Override folder.
    Regarding the uploading of this Mod:
    Please don't upload this mod anywhere without my approval. If you would like to improve on it or add it to a mod collection, please contact me and I'll give you an answer as soon as possible. If I give you the okay, all I ask is for you to give me credit for the mod(s) that I've made.
    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    480 downloads

       (0 reviews)

    5 comments

    Updated

  2. Movie-Style Holograms for End Game Cutscenes

    This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted.
    Before:
     
     
    After:
     
    Changes:
    Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues:
    Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops

    22,509 downloads

       (4 reviews)

    14 comments

    Updated

  3. Dodonna’s Transmission

    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC I: MODIFICATION
    Dodonna’s transmission mod 1.1
    ========================================================
    Author: danil-ch
    Contact: danil-ch can be reached via pm at deadlystream.
    Name: Dodonna’s transmission
    Filename: [K1]_Dodonna's_Transmission_v1.1.rar
    Original Release Date: 20/08/19
    1. Description:
    ----------
    This mod basically makes PС appear during Dodonna’s transmission (LS version).
     
     
     
    2. Install:
    ----------
    To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR1 folder. Simply run “Transmission.exe”.
     
    3. Uninstall:
    ----------
    To uninstall, replace (or delete) STUNT_42.mod in the game’s Modules folder with the original from the Backup folder created during the installation. Remove m12aa_c05_cam.mdl from the Override folder (Revisited version only).
     
    4. Bugs:
    ----------
    This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
     
    5. Credits:
    ----------
    Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier.
    DarthParametric - For transition to module patching.
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    25,233 downloads

       (3 reviews)

    6 comments

    Updated

  4. TOR Ports: KOTOR Comic Republic Uniforms for K1

    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod.
    Compatibility:
    With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. 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 and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    3,217 downloads

       (3 reviews)

    21 comments

    Updated

  5. [K1] Creatures and Armors TXIs

    ////////////////////////////////////////////////////////////////////////////////
    /*    [K1] Creatures and Armors TXIs [Modder's Resource]
        
        "TXI files, or TeXture Information files, are text files that control and
        add special effects, shaders, animations, blending etc. for an associated
        texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA."
        - Czerka Corp. R&D Wiki
        
        This is the compilation of TXI/text format that the game uses to store
        *creatures and armors* texture information - such as shaders and animations
        that control how they're rendered in-game. This resource main purpose is to
        act as supplementary to modders' modified TGA files and/or alternatively
        a fix to transparency problems that often occurs.
        
        This only covers *creatures and armors* and not area textures. Some could
        be missing from the pack though I'm sure they're pretty much everything
        that is necessary. Drop comments or report to the mod's support page for
        this pack to be updated or troubleshooting matters.
        
        Installation: as a mod; all files have to be dropped to the Override
        folder, and if necessary should be installed first before all the others.
        
        08/17/2019                                                             */
    ////////////////////////////////////////////////////////////////////////////////
    //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt
    //:: dumps script - DarthParametric
    //:: Compiled By: ebmar
    //:: Hosted By: DeadlyStream
    //:: Report & Feedbacks: Snigaroo/Sniggles
    ////////////////////////////////////////////////////////////////////////////////
    //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty

    212 downloads

       (0 reviews)

    0 comments

    Updated

  6. [K1] Republic Soldier's New Shade

    This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version.
     
    # Background #
    The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance.
     
    # About this Mod #
    Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format:
    [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first.
     
    # Final Remarks #
    There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod.
     
    Hope you enjoy the mod as much as I do!
     
    Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button!
    Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated]
    Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed
    Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome.
    Credits:
    The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb

    31,968 downloads

       (2 reviews)

    15 comments

    Updated

  7. Remove Restrictions for Force Powers by Armors

    Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1.
     
    So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so...
     
    Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work.
     
    NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown...

    13,934 downloads

       (9 reviews)

    4 comments

    Updated

  8. Bastila on Korriban - K1R Version

    Bastila on Korriban - K1R Version
    By Fair Strides
     
    Description:
    This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game.
     
    Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going.
     
    In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines.
     
    Installation:
    Simply run the TSLPatcher and direct it to your KotOR 1 folder.
     
    Uninstallation:
    Delete the following files from your Override folder:
    k_sup_galaxymap.ncs
    fs_bast_disable.ncs
    ebo_bast_vision.dlg
     
    And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher.

    8,327 downloads

       (8 reviews)

    3 comments

    Updated

  9. KotOR Skills Rebalancing Mod

    This is my first mod for a KotOR game, I started modding about a week ago after several years of mod using beacuse of various things I wanted in a mod but hadn't been done yet, so I decided to learn so I could do them myself. One main one was this. I always felt the sentinel was a bit imbalanced in K1, that the measly 1 extra skill point didn't make up for what was lost in the way of combat and force. Plus the fact that the only combination to get all 8 class skills required the consular, when the sentinel was supposedly the skill focused class....
     
    Anywho, this started off as a little mod to tweak the class skills and skill points of the sentinel for me to use, I wasn't originally intending for it to be big enough to upload, but it kind of snowballed. Now it changes skill point gains and class skills for all the classes, with K2 as a guideline. It couldn't be exactly the same, mainly beacuse the way K2 uses the intelligence modifier is different, and it has class skill feats, whereas K1 uses the base class/jedi class combination to determine class skills. However, I do think the skills are more balanced overall now, though this is still a Beta, and I've only tested it with the sentinel, so it may need a bit more tweaking to get the balance right. Overall, I've changed not just the jedi classes for better balance, but the base classes too, mostly to help balance the jedi classes as the input base class does determine a few things in the way of skills, and partly to balance them better, as I always felt the scout and scoundrel didn't have quite enough "skill power" to make up for their lack of combat skills compared to the soldier. The readme has complete details on all the changes.
     
    Something else included with this mod is a fix for the droid class feat gains, done so the rebalance with their skills could be accurate, as in vanilla, just like K2, the feat gains are the wrong way round, with expert droid gaining more than combat droid, so a fix for that is included. As mentioned, I've tweaked the droid skills too, again, see the readme for exact details. Please note that this fix is optional, but recommended, otherwise the droid classes will be a tad imbalanced
     
    A little bonus, entirely optional, which again started out just for the sentinel to help with the balance and snowballed, is 2 unique items for each class. Originally it was a couple of special stealth units for the sentinel to reflect the skill balancing, think K2 Watchman, but I decided to give the other 2 classes a little something extra too, hopefully they won't be too imbalanced, but this is still a beta. In short, you'll only get the 2 items for your class in a single playthrough, and they are class restricted. First is from Zhar after dealing with Juhani one way or another, the second is in the temple catacombs on the unknown world. Consular gets a couple of special armbands, and guardian gets a couple of special saber crystals. Again, this is an entirely optional bonus included in a separate folder, so it's easy to just install the rebalance, which is the main purpose of this mod.
     
    The readme has all of the details, but that's the brief summary. I'd very much appreciate feedback and any discovered bugs, though I have tested it thoroughly twice, the latter with K1R installed too, and had feedback from others who have used it, obviously that doesn't mean there aren't any bugs
     
    One last thing I'd like to point out is that, apart from the droid feat gain fix, feats and force powers haven't been modified at all. This is a skill rebalancing mod.
     
    Enjoy
     
    Any mod compatibility you'd like to know about, please ask, taking requests for that now I've finished a playthrough with this mod and K1R.

    3,327 downloads

       (5 reviews)

    6 comments

    Updated

  10. KotOR Droid Feat Gain Fix

    The separate Droid Feat Gain Fix originally found in my Skills Rebalancing mod, meant to put this up separately for a while as surprisingly it doesn't seem to have
    been done as a separate mod already, finally got round to it.
     

    The feats of the 2 droid classes were the wrong way round in vanilla, with combat
    droids gaining less than expert droids, rather than more as was supposed to happen, this is now fixed.
     
    Please note, this is definitely a fix, I know the original way round wasn't intended because
    in the files, the droids were using each other's feat tables, which was the cause
    of the Expert droid incorrectly gaining the number of feats the Combat droid was
    supposed to have, and vice versa.
     
    P.S. Not really sure how to upload a screenshot for this mod, as things like droids gaining feats happens in the base game.......

    6,836 downloads

       (12 reviews)

    5 comments

    Updated

  11. Dak's Vibroblade

    ReadMe - Dak's Vibroblade
     
    Description:
    Adds a sword, "Dak's Vibroblade", into the game. Has a unique model and its own custom icons.
     
    Notes:
    Use the cheat "giveitem dd_daksword" (without quotes) to get it.
     
    This sword will be featured in an upcoming pack.
     
    Permissions:
    You can use this in your own mod if you want, but I would appreciate it if you would just let me know. Contact me at dakdrexl@gmail.com
    or Dak Drexl on LucasForums.
     
    Enjoy!

    1,250 downloads

       (0 reviews)

    0 comments

    Updated

  12. Hide Weapons in Cutscenes - K1 Version

    Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version.
     
     
    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Hide Weapons in Animations - K1 version
    ========================================================
     
    Author: Darth Hayze
    PM: Contact me at the Deadly Stream Forums or on ModDB
    Name: Hide Weapons in Animations - K1 version
     
    Filename: hidden_weapons.rar
    Date Released: 9/21/12
     
    1. Description:
    ----------
    This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
     
    Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder.
     
    Run install.exe and click install
     
    Note: a new folder named "backup" will be created during instalation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
     
    3. Uninstall:
    ----------
    The files listed below may have been modified during the installation of this mod:
     
    Within "...SWKotOR2\Override"
     
    animations.2da
     
     
    Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
     
    To uninstall;
    1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
     
    4. Bugs:
    ----------
    I am unaware of any bugs, if installed correctly. Please let me know if you encounter any.
     
     
    6. Distribution Notes:
    ----------
    This mod may not be modified or distributed without the explicit permission of the author, which is me.
     
    7. Thanks:
    ----------
    My thanks go out to modders everywhere
     
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    4,933 downloads

       (6 reviews)

    4 comments

    Updated

  13. Quanons and Marius Praetorian Armour Pack

    This mod will install a unique armour for your
    Jedi Character. Nothing gets replaced, the armour works as a disguise.
    Like the Sith armour or the Tusken Raider clothes in the game.
     
    Because the armour works as a disguise you automatically also wear the helmet.
    Though I've included the helmet as a seperate item, so it can be used with
    any other armour/ clothing from the game to.
     
    Happy gaming!

    688 downloads

       (2 reviews)

    1 comment

    Updated

  14. Cassus Fett’s Unique Armor

    Author:
    Kainzorus Prime
     
    Mod Name:
    Cassus Fett’s Unique Armor
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    This mod adds an unique Mandalorian Neo Crusader appearance to Cassus Fett’s Battle Armor, while not affecting the three regular Mandalorian types seen in the game.
     
    2. Installation:
    =========
    Run the patcher, find the armor in the game.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    Zbyl2 - Patcher help.
     
    4. DISCLAIMER:
    ===============
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
     
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
     
    Obsidian are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

    2,524 downloads

       (9 reviews)

    2 comments

    Updated

  15. HD Fire and Ice, Whee!

    Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1.
     
    Fire Files:
    fx_fireball01.tga
    fx_flame.tga
     
    Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect).
    The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges.
     
    The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair.
     
    Ice Files:
    fx_crystal01.tga
    fx_reflectmap.tga
     
    The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap."

    40,409 downloads

       (6 reviews)

    1 comment

    Updated

  16. Force Lightning and Death Field

    Hi-Res Beam Effects for K1
    ==========================
    by Darth InSidious
    ==================
     
    Description
    -----------
    This mod replaces the Force Lightning and Death Field beam effects with higher resolution versions.
    It is meant to be used in conjunction with my "Hi-Res Beam Effects" mod for KotOR 1, but can be used on its own, or for KotOR II if you so wish.
     
    Installation
    ------------
    Just drop the file Fx_Lightning.tga in this archive into your Override folder.
     
    Uninstallation
    --------------
    Take the file out again.
     
    Legal Disclaimer
    ----------------
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.
     
    Thanks to:
    ----------
    TriggerGod, whose mod inspired me to make this one;
    Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects;
    Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
    KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ;
    Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .

    1,889 downloads

       (3 reviews)

    2 comments

    Updated

  17. Broken Bottle for KotOR

    Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version.
     
    Darth Insidious' Broken Bottle
    ------------------------------
     
    Description:
    ------------
     
    Bludgeoning Damage Bonus +2
    On Hit Attribute Damage Constitution DC10
    Attack Penalty -1
    Attribute Penalty Dexterity -10
    Decreased Skill Modifier Awareness -2
    Reduced Saving Throws Reflex -4
     
    The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes.
     
     
    A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
     
    The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
    in the right hands it can be a devastating weapon.
     
    Installation:
    -------------
    Place all the files in the archive except this file into the Override folder in your SWKotOR folder.
     
    Uninstallation:
    ---------------
    Remove the aforementioned files.
     
    Contact
    -------
    Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com
     
    Legal Disclaimer:
    -----------------
    All materials and copyrights belong to LucasArts and Bioware.
    KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith.
    Also, if you're going to re-use this, or any part of this mod in another
    mod and upload that mod somewhere, you MUST seek my permission first. In the
    unlikely event that I say no, don't go ahead and upload it anyway.
    That is a sure-fire way to annoy me. Likewise if you intend to upload this mod
    anywhere other than where it is now.
     
     
    Thanks to:
    ----------
    Darth333 for her scripting advice and tutorials,
    T7Nowhere for his modelling tutorial,
    The kind members of Holowan Labs,
    LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise.

    343 downloads

       (1 review)

    1 comment

    Updated

  18. Visually Distinctive WeaponTypes

    This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS.
     
    Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited.
     
    Installation:
    This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing.
     
    <</ Notes for update for 1.1
    There were a few files that I somehow forgot to include in the original installation TSLPatcher.
    So if you already installed my version 1.0 of this mod, I have included in this download the fixed files
    to be dropped into the Override, so that you won't have to reinstall this mod.
    However, the TSLPatcher will now install everything properly as well.
    Uninstallation:
    Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well
     
    Permission:
    Please don't this in your mod without my permission
     
    Thanks:
    Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible,
    Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268
    , FairStrides for his input and initial testing
    , SithHolocron for the assistance and advice
    , The rest of the DeadlyStream community for remaining helpful and supportive for all of this time,
    and George Lucas for creating Star Wars in the first place

    4,007 downloads

       (9 reviews)

    6 comments

    Updated

  19. Ajunta Pall's Swords Revamped

    Hey guys! What's going on? I've got a quick little mod that changes something that always annoyed me in K1. When you got Ajunta Paul's swords in his Tomb, they were basically useless. They didn't have any stats, you couldn't sell them for anything, so what was the point of using them other than looking cool? Anyways, I'm here to fix that! I made all four of the swords found in his tomb useful! I edited the stats, and made them avaialbe to actually sell for credits! But be aware, if you sell them you better have some credits in-store to buy them back!
     
    NOTE: If you have the Weapon Model Overhaul Texture Rework, there is a version of my mod that is compatible with that mod (due to one of the files being the same)
     
    NOTE 2: In the picture, not all stats are displayed. Also, the game glitches out some stats, and includes them twice. When you are actually using the weapons though, the stats are not doubled. It's just the game being weird.

    38,679 downloads

       (6 reviews)

    8 comments

    Updated

  20. Energy shield damage fix

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120.
    I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first.
     
    This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives.
     
    Using the TSLPatcher, compatibility is ensured.

    13,529 downloads

       (9 reviews)

    2 comments

    Updated

  21. Rece's Elemental Robes (With Fix)

    UPDATED VERSION INCLUDES THE CORRECT FEMALE TXI FOR THE LIGHTNING ROBE!!!
     
    Hey there!!!! This is just a small little mod that I decided to create to see what people think of animated robes!!!
     
    This is somewhat a test to see if I want to release these kinds of robes or armors later on. So, be sure to leave feedback!!! Anyways, this mod adds four new robes to the game, each with special stats and a custom design!
     
    The pictures depicted are not the full representation of the robes!!!!! If you want to view them (in somewhat bad quality) head to my YouTube channel (link in my signature) to see how they look animated!!!
    You'll have to cheat the items into the game, because I couldn't really create a placeable since I was unsure about one of the modules.
     
    Anyways, the codes are as follows:
     
    recerobe200
    recerobe201
    recerobe202
    recerobe203
     
    Special Thanks:
    Special thanks to Fair Strides for helping me out with a dummy mistake (not naming a .txi after the texture's name…) Thanks to my friends out there helping me decide what designs to use for the robes, as well as how they cycle through the textures (i.e: the speed, pulse, etc…)

    281 downloads

       (1 review)

    0 comments

    Updated

  22. Rece's K1 Lightsaber Mod (UPDATED+ADDON)

    READ THIS FIRST!!!!!!
     
    WARNING, IF YOU HAVE THESE FILES IN YOUR OVERRIDE FROM THE FIRST VERSION OF THE MOD, THEN REMOVE THEM FROM THE OVERRIDE!!!!
     
    m14ac.git
    m14ae.git
    m18aa.git
    m18ab.git
    m18ac.git
    m20aa.git
    m24aa.git
    m25aa.git
    m27aa.git
    m35aa.git
    m36aa.git
    m37aa.git
    m38aa.git
    m38ab.git
    m39aa.git
    m41ac.git
    m42aa.git
    m44ab.git
    m45aa.git
     
    PART 1 (PART 2 IS WAY DOWN BELOW, MAKE SURE YOU READ THAT TOO!!!!}
     
    Hey there everyone! This is my first lightsaber mod that I've made, so go easy on me alright?
     
    This mod adds in plenty of lightsabers to the game to keep you satisfied, all customized as well as upgradeable. Every crystal except for one includes all three variations of the lightsabers (Short, normal, and double-bladed)
     
    Anyways, this mod includes the following:
     
    8 Solid-colored, awesome looking lightsabers
    7 Duel-colored, awesome looking lightsabers (The core and outer glow are different colors)
    5 Color changing, amazing animated lightsabers. That might be a bias opinion, but oh well
     
    I have randomly placed the lightsabers throughout the game, some are hidden, others are in obvious areas. I wanted to mention however, that there is one lightsaber that is hidden so well, I don't think anyone will be able to find it. Trust me, it's really well hidden, and in an unexpected spot.
     
    WARNING (YES, I HAVE TO TYPE IT IN ALL CAPS): THERE IS ONE LIGHTSABER (The very well hidden one) THAT IS ONLY AVAILABLE IN THE DOUBLE-BLADED FORM!!!! IF YOU TRY TO PUT THE CRYSTAL IN A SHORT OR NORMAL LIGHTSABER, IT WILL GLITCH OUT THE ITEM, AND DISAPPEAR! BE CAREFUL!
     
    Installation:
    Just run the TSLPatcher and let it do its work.
     
    Manual:
    Copy and paste all items into your override, but be careful since there's an upcrsystals.2da, which could severally mess up te lightsabers if you have any other mods. I can't guarantee compatibility.
     
    Uninstallation:
     
    Remove all of the files from your override, and throw in the backup of the upcrystals.2da into your override.
     
    Anyways, while I always prefer people to find the items in-game itself, you can always cheat them in. Here are the codes for every item:
     
    Burning White:
    g_w_lghtsbr50
    g_w_shortsbr50
    g_w_dblsbr050
    g_w_sbrcrstl50
     
    Alizarin:
    g_w_lghtsbr51
    g_w_shortsbr51
    g_w_dblsbr051
    g_w_sbrcrstl51
     
    Brandeis:
    g_w_lghtsbr52
    g_w_shortsbr52
    g_w_dblsbr052
    g_w_sbrcrstl52
     
    Fuchsia:
    g_w_lghtsbr53
    g_w_shortsbr53
    g_w_dblsbr053
    g_w_sbrcrstl53
     
    Sapphire:
    g_w_lghtsbr54
    g_w_shortsbr54
    g_w_dblsbr054
    g_w_sbrcrstl54
     
    Dartmouth
    g_w_lghtsbr55
    g_w_shortsbr55
    g_w_dblsbr055
    g_w_sbrcrstl55
     
    Cadmium:
    g_w_lghtsbr56
    g_w_shortsbr56
    g_w_dblsbr056
    g_w_sbrcrstl56
     
    Alloy:
    g_w_lghtsbr57
    g_w_shortsbr57
    g_w_dblsbr057
    g_w_sbrcrstl57
     
    Catalyst:
    g_w_lghtsbr58
    g_w_shortsbr58
    g_w_dblsbr058
    g_w_sbrcrstl58
     
    Red Lightning:
    g_w_lghtsbr59
    g_w_shortsbr59
    g_w_dblsbr059
    g_w_sbrcrstl59
     
    Paragon:
    g_w_lghtsbr60
    g_w_shortsbr60
    g_w_dblsbr060
    g_w_sbrcrstl60
     
    Ichor:
    g_w_lghtsbr61
    g_w_shortsbr61
    g_w_dblsbr061
    g_w_sbrcrstl61
     
    Arcanum:
    g_w_lghtsbr62
    g_w_shortsbr62
    g_w_dblsbr062
    g_w_sbrcrstl62
     
    Kairos:
    g_w_lghtsbr63
    g_w_shortsbr63
    g_w_dblsbr063
    g_w_sbrcrstl63
     
    Lovat:
    g_w_lghtsbr64
    g_w_shortsbr64
    g_w_dblsbr064
    g_w_sbrcrstl64
     
    Malachite:
    g_w_lghtsbr65
    g_w_shortsbr65
    g_w_dblsbr065
    g_w_sbrcrstl65
     
    Gamboge:
    g_w_lghtsbr66
    g_w_shortsbr66
    g_w_dblsbr066
    g_w_sbrcrstl66
     
    Amethyst:
    g_w_lghtsbr67
    g_w_shortsbr67
    g_w_dblsbr067
    g_w_sbrcrstl67
     
    Xanadu:
    g_w_lghtsbr68
    g_w_shortsbr68
    g_w_dblsbr068
    g_w_sbrcrstl68
     
    Then there's the secret one that I'm not giving the codes for. Remember, don't use that one in a lightsaber other than a double-bladed!!!!
    Btw, in case you do find it, it's called: "Ultimatum" and it's pretty funky/weird…
     
    I hope you guys enjoy this mod! Leave suggestions for me either by PM on DS, LF, YouTube, or on my WIP thread on DS!!!
     
    Youtube=RealRece Star Wars Gaming
     
    Credits:
    Fair Strides for helping me a lot like always, and making the TSLPatcher (I actually ended up making it, but he helped guide me through making it).
    Thanks to all of my fans out there who said some great things about this mod while I was working on it, and for encouraging me to continue it. Also for making suggestions for several lightsabers too!
     
     
    PART 2
     
    This is part two of the readme, so whatever I guess. I'll make this one shorter. Anyways, the second mod of this mod adds in 20 new power crystals to the game. (The ones that actually give the lightsabers stats!!!) I really hope you guys understand how tedious the 1,800 tests were. Yes, 1,800 tests. Now, I know that's noter like what Hassat Hunter had to do for TSLRCM, but that's still a lot in my opinion.
     
    Anyways, I included the saber crystals to different areas of the game. You will find one power crystal with one of the other lightsabers, so that's a bonus. Can you get lucky and find the really good ones??? We'll see
     
    While I prefer you to actually find the crystals in-game, you can always cheat them in…
     
    Here are the codes for the crystals: (I'm too lazy to list the names and the codes, so I'm only listing the codes…)
     
    g_w_sbrcrstl01
    g_w_sbrcrstl02
    g_w_sbrcrstl11
    g_w_sbrcrstl12
    rececrstl71
    rececrstl72
    rececrstl73
    rececrstl74
    rececrstl75
    rececrstl76
    rececrstl78
    rececrstl80
    rececrstl81
    rececrstl82
    rececrstl83
    rececrstl84
    rececrstl85
    rececrstl86
    rececrstl88
    rececrstl89
     
    Hope you all enjoy this mod!!!!
     
    Special Thanks:
    Thank you to all of my supporters out there who really were excited to see this mod come out. I spent a lot of time working and testing out these crystals and sabers. Again, 1,800 minimum tests. And thanks to Varsity Puppet and Darth InSidious for help on trying to fix a problem that i was having. Thanks to Fair Strides again for helping like always, and finding the problem. Thanks to him, I was able to come up with a fix of the problem, although it isn't very pretty.

    3,039 downloads

       (4 reviews)

    25 comments

    Updated

  23. Better Stealth Toggle

    An autohotkey script that makes stealth much less of a chore to use.
     
     
    I always hated having to manually dismiss the popup when entering stealth mode and AGAIN when disabling solo mode.
     
    This fixes that.
     
     
    How it works:
     
    You define a single key that when pressed will either:
     
    1. put the currently controlled character into stealth mode; or
    2. disables solo mode (which also takes you out of stealth mode).
     
    In both cases the popup is dismissed when you release the key.
     
    So... You just need to set up the script to use your preferred key and also tell it what keys are bound ingame to your solo mode and stealth mode... and have the script running while running the game, of course.
     
    You can edit the script using notepad or whatever. I made notes next to the parts that need to be changed
     
    NOTES:
     
    1) I made three notes within the script where you'll need to make changes to make this work for you (keybinds).
    2) The script may need some customized tweaking because it taps a pixel at screen location X=53, Y=1000 in order to detect if the currently controlled character is in stealth mode or not. I'm running the game at 1920x1080, so if your resolution is different, this won't work "out of the box".
    3) Let me know if it doesn't work and I'll work with you to fix it.
    4) Also, I can only play the game in windowed mode and I don't think it'll work in fullscreen... so I won't be able to help if it doesn't work in fullscreen mode for you.
     
    You can download autohotkey here: http://www.autohotkey.com/

    197 downloads

       (0 reviews)

    0 comments

    Updated

  24. Malak - Path of Corruption

    Author:
    Kainzorus Prime
     
    Contact:
    Kain0489@hotmail.com
     
    Mod Name:
    Malak - Path of Corruption
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    These skins change and unify Malak's Jedi and Sith appearances. The mask, collar, and chest plates retain their shine from default texture, and it's noticeable enough without poking the viewer's eyes out.
    New eyes were added to the Jedi, Sith and Jawless appearances. The Jedi appearance was designed to resemble the sith outfit, while not taking too many textures from the latter directly.
     
    The skins are compatible with TSL, and can be placed in its Override folder to be used with the game.
     
    2. Instalation:
    =========
    Unpack all files from zip and place them in Override folder.
    If you do not have Override folder, create it in main KotOR or TSL directory.
     
    3. Usage
    =========
    This is mainly intended as replacement skin for Malak, but you can download any disguise item that changes you to him and this skin will be applied to it.
     
    4. REMOVAL:
    ===========
     
    Remove following files from the Override folder to uninstall:
     
    N_DarthMalak01.tga
    N_DarthMalakh01.tga
    N_JediMalek01.tga
    N_JediMalek01.txi
    N_JediMalekH01.tga
    N_JediMalekH02.tga
     
    5. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    6. DISCLAIMER:
    ===============
     
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
     
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
     
    Obsidian are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

    4,249 downloads

       (7 reviews)

    2 comments

    Updated

  25. Vulkar Coward Redux

    VULKAR_COWARD
    Redux
    By Fair Strides
     
     
    Description:
    This mod is in reply to requests that the original vulkar coward that you encounter in the Vulkar Base Main Level be put back in, in place of the restored Vulkar we put in his place.
     
    This mod is fully compatible with K1R and gives the user three different options for how they want the original coward restored:
     
    1. Original original, with no K1R changes applied.
     
    2. Original appearance, but with K1R dialog and with English VO as well.
     
    3. Original appearance, but with the K1R dialog and with Twi'lek VO like the original.
     
    Installation:
     
    Simply run the TSLPatcher and select which verison you want to install.
     
    Uninstallation:
     
    Overwrite the tar_m10aa.mod file in your modules folder (from the main KotOR 1 folder) with the tar_m10aa.mod in the backup folder the TSLPatcher will create in the folder it is run from.
     
    Credits:
     
    People for requesting this in the first place.
     
    Sith Specter for discussion of possible options, even though I went a bit beyond what he'd suggested...

    1,001 downloads

       (5 reviews)

    3 comments

    Updated