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  1. K1 Loot Overhaul

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    0.1.3 Beta Release Date: 14.03.2024

    Installation:
    Please install the K1 Community Patch FIRST before this mod! No exceptions!
    Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic.

    Description:
    The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops.
    A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game.
    Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants.
    This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4").
    So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game.
    By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor.
    And all that's just the tip of the ice burg!
    The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards.
    This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment.

    Known Bugs:
    This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.
    Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward!

    Incompatibilities:
    Incompatible with the Enhanced Merchants mod.
    Please report any incompatibilities!

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.

    Thanks to:
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    Stoffee: For TSLPatcher!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION 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.

    1,031 downloads

       (0 reviews)

    24 comments

    Updated

  2. KotOR2 base weapon damage for KotOR1

    Changes the base weapon damage to be in line with that of KotOR2.
     
    Standard Lightsaber:             Damage: 2-16 ----> 2-20
    Double-Bladed Lightsaber:   Damage: 2-20 ----> 2-24
    Short Lightsaber:                   Damage: 2-12 ----> 2-16
    Blaster Pistol:                         Damage: 1-6  ----> 1-8
    Heavy Blaster:                        Damage: 1-8  ----> 1-10
    Blaster Carbine:                     Damage: 1-8  ----> 1-10
                                                     Critical Treat Range: 19-20 ----> 20-20
    Blaster Rifle:                           Damage: 1-8  ----> 1-12
    Repeating Blaster:                 Damage: 1-8  ----> 2-12
    Heavy Repeating Blaster:     Damage: 1-10  ----> 2-16                        
    Ion Blaster:                             Damage: 1-4  ----> 1-6
                                                     Criticalical Multiplier: x2 ----> x3
    Ion Rifle:                                 Damage: 1-6  ----> 1-10
                                                    Critical Multiplier: x2 ----> x3
    Disruptor Pistol:                    Damage: 1-4  ----> 1-6
                                                    Critical Treat Range: 20-20 ----> 18-20
    Disruptor Rifle:                      Damage: 1-6  ----> 1-10
                                                    Critical Treat Range: 20-20 ----> 18-20
    Bowcaster:                            Critical Multiplier: x2 ----> x3
    Sonic Rifle:                            Damage: 1-6  ----> 1-10

    115 downloads

       (0 reviews)

    3 comments

    Updated

  3. K1 Better Clothes

    Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)

    137 downloads

       (0 reviews)

    0 comments

    Updated

  4. Czerka miners on Tatooine

    On Tatooine, in the Dune Sea there is a Sand Crawler. Right next to it there are Czerka miners in regular clothes. This mod gives them Czerka uniforms.

    98 downloads

       (0 reviews)

    0 comments

    Updated

  5. UK Spelling for KotOR

    US to UK translation! Translates all subtitles in the base game, and should also work with any cut content restorations.

    - - - - -

    Not sure what 'colour' to choose for your lightsaber? Fear not!
    Spellings changed include favourites, such as;
    colour
    rumour
    travelled
    judgement
     with over 100 spellings changed!!!

    Simply select english and away you go!
    For any country that uses EN-GB british spelling (I'm looking at you ROI/AUS/NZ), or even those that don't.


    Two versions are available to download.
    For Jedi who like to fight with 'Lightsabers',
    or for Jedi who would prefer to wield 'Lightsabres'.

    - - - - -
        To Download:

    Unzip the file, drag the new dialog.tlk file into your game folder, and it's done.
    (Which would be in Program Files(x86)/Steam/steamapps/common/swkotor)
    I recommend moving the original dialog.tlk file somewhere safe incase you'd like to revert back!
      - - - - -
        Mod Compatibilities:

    KotOR 1 Restoration:
    Installing this mod after K1R enables their TLK corrections to apply to UKSpelling's dialog.tlk file.
    That means you'll get the grammar and typo fixes of K1R and the en-gb spellings (Not sure if this changes some of my spelling changes though!).

    If installing this mod before K1R, you'll get en-gb spellings but won't have the grammar and typo fixes of KR1.
      - - - - -
    Only the subtitles will show EN-GB spellings I'm afraid.
    In-game words such as on textures will still be the same.
    (Selecting any language other than english won't change the subtitles.)
    Enjoy!

    31 downloads

       (0 reviews)

    0 comments

    Updated

  6. Kel Dor severed arm model - Modder's ressource

    Description
    This mod is a modder's ressource, and will not include anything in game.
    Thx to @DarthParametric kel dor modder's ressource, this mod is possible.
    I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. 
    This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game.
    So you can do a lot of thing with this, make a new playable character or bring new npc appearances.
    The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048. 
    Video showcase

    Disclaimer :
    There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy  armors especially. Otherwise after playtesting everything else seems fine.
    Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell.
    Obviously models have unique names to prevent conflict with other vanilla models in game and between each other.
    The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources.
    Installation and how are the files ordered :
    - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head
    inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear.
    - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. 
    - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. 
    - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02.
    - The texture for bao dur arm is provided aswell in a single folder.
    - The "No animation jaw" folder contains the head model without the jaw animation.
    - The "base texture" folder contains the texture with only bao dur arm and default kel dor hand.
    Credit:
    @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource.
    Kotor discord channel for insights on developping mods for this awesome game.
    Permissions:
    Feel free to use my work, just a simple credit.

    10 downloads

       (0 reviews)

    0 comments

    Updated

  7. K1 Severed arm male body model - Modder's ressource

    Description
    This mod is a modder's ressource, and will not include anything in game.
    I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. 
    This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game.
    You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances.
    The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture.
    Atm the textures are low res, im gonna update this someday, at least to 2048x1024.
    Video showcase for the ressource

    Disclaimer :
    There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy  armors especially. Otherwise after playtesting everything else seems fine.
    Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell.
    Obviously models have unique names to prevent conflict with other vanilla models in game and between each other.
    Installation and how are the files ordered :
    - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head
    inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear.
    - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will
    be bad interactions regarding alpha layers and .txi i attributed. 
    - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. 
    - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel
    to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02.
    - The texture for bao dur arm is provided aswell in a single folder.
    Credit:
    @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource.
    Kotor discord channel for insights on developping mods for this awesome game.
    Permissions:
    Feel free to use my work, just a simple credit.

    12 downloads

       (0 reviews)

    0 comments

    Updated

  8. Heart of Beskar

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.3.0 Release Date: 03.03.2024

    Installation:
    Please install the K1 Community Patch FIRST!
    Install Duros: Armed & Ready BEFORE Heart of Beskar (This mod is required for Heart of Beskar to work properly)!
    Simply click on the INSTALL.exe, click install then sit back and watch the TSLPatcher do its magic.

    Description:
    Heart of Beskar is a total NPC Overhaul for the Mandalorian faction in Kotor 1. This mod shall add new Mandalorian Soldier variants, add new items, and add new loot drops for Mandalorian NPCs found throughout the Kotor galaxy.

    New Mandalorian Variants:
    1) Mandalorian Recruit: The Mandalorian Recruit is a fresh convert to the Mandalorian belief system, embracing the Mandalorian culture as one embraces a new religion. As fresh recruits, they are the weakest form of Mandalorians you shall encounter. The Duros NPCs who help the Mandalorian faction on Dantooine are mostly made up of recruits and shall wear the new Mandalorian Combat Suit.
    2) Mandalorian Initiate: The Mandalorian Initiate is not a full fledged Mandalorian yet, though they're not a fresh recruit either. They replace a select few Duros NPCs on Dantooine and shall wear the new Mandalorian Heavy Suit.
    3) Mandalorian Soldier: The Mandalorian Soldier is the normal blue Mandalorian Soldiers from the vanilla game. They wear the Mandalorian Light Armor which replaces the vanilla Mandalorian Battle Armor.
    4) Mandalorian Scout: The Mandalorian Scout is a Mandalorian variant from the popular mod "Brotherhood of Shadow: Solomon's Revenge", the Scouts are included here as a homage to the old mod. They're found on Dantooine and wear the new Mandalorian Scout Armor.
    5) Mandalorian Marauders: The Mandalorian Marauder is a Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. These Mandalorians have been brought to life in the Kotor game and shall primarily use melee weapons against the player, they're mainly found on Kashyyyk and wear the new Mandalorian Marauder Armor.
    6) Mandalorian Heavy Trooper: The Mandalorian Heavy Trooper is an elite veteran class of Mandalorians, their armor is based on the Mandalorian Heavy Armor item found in the vanilla game. They're encountered on Dantooine and Lehon.
    7) Mandalorian Shock Trooper: The Mandalorian Shock Trooper is the in-game recreation of the Neo-Crusader Shock Trooper from the Kotor comics, their armor is based on the Mandalorian Assault Armor item found in the vanilla game. They're encountered on Kashyyyk and Lehon.
    8,) Mandalorian Rally Master: The Mandalorian Rally Master is the normal red Mandalorian from the vanilla game. Sherruk is considered a Rally Masters.
    9) Mandalorian Field Marshal: The Mandalorian Field Marshal is the normal yellow Mandalorian from the vanilla game. The Kashyyyk Mandalorian Commander and the Lehon Mandalorian Captain are Field Marshals, in addtion, the helmet items that they drop shall now be yellow instead of blue.

    The Heart of Beskar mod wouldn't be complete without actual Beskar... what is Beskar? Beskar is a metal that's mined on the planet Mandalore, armor forged from Beskar can withstand blunt force, lightsaber strikes, and repeated blaster fire... the viewers of Disney's The Mandalorian TV Series should be familiar with Beskar and its protective capabilities.
    The lowest tiers of Mandalorian Armors are forged with Beskar Alloy, this alloy is a mixture of Beskar and other metals thus reducing its protective capabilities. In-game, armors forged from Beskar Alloy will have a very low energy immunity bonus whereas stronger Mandalorian armors will have a higher energy immunity bonus... the highest energy immunity bonus in the Heart of Beskar mod is 90%.
    The new protective buffs from the Mandalorian armors shall also be applied to the Mandalorians themselves as every Mandalorian NPC will now wear the armor of their rank, so for example a Mandalorian Scout will wear Mandalorian Scout armor and shall recieve the buffs from that armor.
    A basic test run on the normal difficulty has been tested and I can confirm that a competent Kotor player should be able to defeat the Mandalorians even with the armor buffs, though you are welcome to report back to me if a specific Mandalorian is giving you trouble. 
    New Mandalorian Items: 
    Mandalorian Combat Suit (Inspired by the TSL item): Dropped by Kandon Ark, sold by Eli Gand
    Mandalorian Heavy Suit (Inspired by the TSL item): Sold by Igear, found in a Dantooine Mandalorian's backpack
    Echani Heavy Armor (Replaces the cut Mandalorian Armor): Sold by Greeta Holda
    Mandalorian Light Armor (Replaces Mandalorian Battle Armor): Found on a Mandalorian Corpse near the Grove
    Mandalorian Scout Armor: Found on a Mandalorian Corpse in the crystal cave, Found on a Corpse near the Sand People Camp
    Mandalorian Marauder Armor: Sold by the Dreshdae Czerka Store
    Mandalorian Heavy Armor (Restored item): Found in a container in the Sith Academy's torture room
    Mandalorian Assault Armor (Fixed item): Sold by Mika Dorin
    Mandalorian Marshal Armor: Sold by Mika Dorin
    Mandalorian Rally Armor: Sold by Mika Dorin
    Cassus Fett's Battle Armor: Sold by Mika Dorin
    Mandalorian Training Mask: Sold by Tyvark

    If you have any feedback, feel free to comment it down below: if you feel the mod is too overpowered or you have a suggestion for a change or a future feature I am more than happy to hear it!

    Known Bugs:
    This mod shouldn't have any bugs though if you find any please report them to me on Deadlystream.

    Incompatibilities:
    Incompatible with any mods that modify the same UTI and texture files included in this mod.
    Compatible with: JC's Darksaber for K1
    Incompatible with: JC's Mandalorian Armor for K1 1.2
    Please report any further incompatibilities!

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.
    If you want to use assets made by 90SK or TK-664 you'll have to contact them for permission.
    The Female Mandalorian Model by Inyri Forge does not need permission to be reused and anything made by SilverEdge9 doesn't need permission to be used either.
    The Cassus Fett Battle Armor textire can be reused if you credit Effix as the original creator.

    Thanks to:
    90SK: Creator of the Mandalorian Mask, Mandalorian Heavy Trooper & Shock Trooper skins!
    SilverEdge9: Creator of the Mandalorian Scout & Armor skin!
    Inyri Forge: Creator of the Female Mandalorian Model!
    TK-664: Creator of the Mandalorian Combat Suit Texture!
    Effix: Creator of the new Cassus Fett Battle Armor Texture!
    Obsidian Entertainment: For developing the new Ulic Qel Droma Armor skin for K2, which was reused in this mod!
    Bioware: For such an amazing game
    Fred Tetra: For Kotor Tool
    Stoffee: For TSLPatcher
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION 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.

    785 downloads

       (0 reviews)

    26 comments

    Updated

  9. Rebalanced Force Powers

    Star Wars: Knights of the Old Republic -
    Rebalanced Force Powers [K1] v1.0.0
    By Timbo
     
    Overview
    The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes.
    Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system.
    The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs.
    Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well.
     
    List of Changes
    Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP.  
    Acknowledgements
    offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110.  
    Compatibility
    Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens.
     
    Frequently Asked Questions
     
    Why do some of these changes feel like nerfs?
    That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more.
     
    What did you do to Aura?
     Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power.
     
    What did you do to Valor?
    Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4.
     
    What did you do to Speed?
    Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1.
     
    What did you do to Energy Resistance?
    Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances.

    95 downloads

       (0 reviews)

    0 comments

    Updated

  10. Czerka on Korriban

    Czerka employees on Korriban now wear Czerka uniforms instead of Sith ones.

    433 downloads

       (0 reviews)

    0 comments

    Updated

  11. No more unnecessarily naked Twi'lek girls

    No more unnecessarily naked Twi'lek girls. They are still naked in the cantinas though.

    256 downloads

       (0 reviews)

    2 comments

    Updated

  12. Rebalanced Grenades

    Star Wars: Knights of the Old Republic -
    Rebalanced Grenades v1.0.0
     
     
    Overview
     
    The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters.
    Grenades now use the following formula unless stated otherwise:
    DC = 5 + Level + Dexterity modifier
    if DC < 15
    then DC = 15
    Bonus Damage = Total Demolitions Rank/2
     
    A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks.
     
    Grenade Changes
    Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged  
    Notes:
    A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power.  Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons.  
    Acknowledgements
    jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.

    208 downloads

       (0 reviews)

    0 comments

    Updated

  13. Better Wookiee Warblade

    Don't you hate it when you get a cool looking item at the endgame but it has early game stats. Because i do. So i made the Wookiee Warblade a bit more useful. (If you already been to the Black Rakatan Settlement or you have the item in your inventory you need to use KotOR Savegame Editor to remove the original item then add the moded one to your inventory.)

    238 downloads

       (0 reviews)

    1 comment

    Updated

  14. Starship Combat Pay

    Starship Combat Pay v1.0.1
    Overview
    Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads:
     
    "Republic Combat Pay
    Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel.
    Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship.
    You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict.
    May the Force be with you."
     
    …And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game.
     
    Notes
    Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons.
    A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods.
    In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low.
    In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything.
     
    Credits
    Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo  
    Special Thanks
    I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work.
    I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened.
    Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off.

    240 downloads

       (0 reviews)

    18 comments

    Updated

  15. Stunbaton HD

    New textures. Resolution 1024x512. Edited model - DarthParametric
    To Install
    1. Download: Stunbaton 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.

    2,851 downloads

       (1 review)

    1 comment

    Updated

  16. Balance in the Force

    Balance in the Force
    Balance in the force is a gameplay overhaul mod that provides a streamlined leveling experience that’s more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult.
    Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, force power, and attack bonus progression. Persuade is a class skill for the main character regardless of starting class. The Force Power and Alignment system gets an important revision. All characters have functional background feats that help to deepen the immersive roleplaying experience.
    There are also several optional patches included that revert some of the more controversial changes made by this mod to allow for a more customized experience.
     
    Full Change List
     
     
    Optional Patches
     
    Compatibility
    Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch. The community patch is a compilation of new and previous community driven bug fixes. Another important mod is Kotor1 - Improved AI. It changes enemy and npc behaviors to actually use their upgraded powers, buffs, feats at their highest levels. It makes them apply buffs and use shields more frequently. Enemies will use lightsaber throw, force jump, and force breach now. I highly recommend both of these mods. 
    BitF should be compatible with all of the graphics mods as well as long as they don't also modify gameplay elements.
    BitF is designed to be its own gameplay ecosystem so other gameplay mods aren't recommended and most likely aren't even compatible. You're welcome to try them at your own risk. I can't promise you that things will work correctly. The proper patching order for mods involving BitF is as follows:
    1. KOTOR 1 Community Patch 2. Balance in the Force 3. Any optional BitF patches 4. Kotor1 - Improved AI 5. Any other mods.  
    Credits
    Below is a list of the people whose tools or works were included with this mod.
    Timbo: Balance in the Force mod author. Zoctavous and myself: Dantooine XP Boost scripting. JCarter426: Minimum level conditional dialogue scripting. Offthegridmorty and djh269: Bastila has TSL Battle Meditation Darth_Sapiens: KOTOR TOOL Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher & Holocron Toolset VarsityPuppet: 2DA Editor  
    Special Thanks…
    Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force.
    MoustacheVerte: K2-like Progression MoustacheVerte: Force Buffs Duration x2 Sdub: Immersive Feats Mod Sdub: Persuade Unlocked Captain Spoque: Weapon Damages Overhaul TK-664: Weapon Base Stats Re-balanced Elm: Kotor1 balanced force powers  
    Extra Special Thanks
     These individuals have spent an unreasonable amount of time helping me with this mod.
    Thor110 for teaching me how to do most of this. I could not have done any of this without him. Zoctavous for helping me gain a deeper understanding of this game’s scripting. Offthegridmorty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force. JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions. 

    1,457 downloads

       (2 reviews)

    26 comments

    Updated

  17. HD realistic Jawas

    Retextures of Jawas. Jawas are sexy!
    Installation: unpack and place files to your game Override folder

    194 downloads

       (0 reviews)

    1 comment

    Submitted

  18. ASTROMECH DROID HD

    Re-texture of Astromech droid, for Star wars: Knights of the Old Republic. Texture Resolution 2048X2048.
     1. Download: DrdAstro HD International Global mod
     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)

    22,165 downloads

       (1 review)

    4 comments

    Updated

  19. NPC clothing M

    This mod will replace and update NPC clothing M texture files.
     To Install
    1. Requires installation of K1 Lite Upgrader 1.3.
     2. Download: NPC clothing M
     3. Copy all files to the Knights of the Old republic's Override folder.
     (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
     4. When/if prompted to overwrite files, press okay.
     5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    omment or endorse! (It would be much appreciated) Made with love.

    463 downloads

       (1 review)

    3 comments

    Submitted

  20. NPC clothing F

    This mod will replace and update NPC clothing F texture files.
     To Install
    1. Requires installation of K1 Lite Upgrader 1.3.
     2. Download: NPC clothing F
     3. Copy all files to the Knights of the Old republic's Override folder.
     (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
     4. When/if prompted to overwrite files, press okay.
     5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    omment or endorse! (It would be much appreciated) Made with love.

    476 downloads

       (1 review)

    7 comments

    Updated

  21. HD Realistic Sand People

    The demonization of the Sand People has always irritated me. Don't these wonderful characters deserve to at least have decent 2K textures?
    Installation: Move all files from the downloaded and opened archive to the Override folder of your game.

    214 downloads

       (0 reviews)

    1 comment

    Submitted

  22. Wookiee Redux

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 15.08.2024

    Installation:
    Please install the K1 Community Patch FIRST before this mod!
    It is advised you install Party Model fixes and HD Bastila and Party Model Fixes For K1, Part II as these mods improve Zaalbar's unique model which is used as a base for the Wookiees found in this mod.
    Simply click on the HoloPatcher.exe, click install and sit back and watch the  HoloPatcher do its magic.

    Description:
    Wookiee Redux is a remaster of RedRob41's Wookiee Reskins which were made for SpaceAlex's K1 Enhancement Pack.
    In the K1EP mod, many of the unique Wookiee NPCs have unique appearances based on Zaalbar's texture and model. This means NPCs like Chuundar use Zaalbar's unique model, but the Zaalbar texture was heavily modified to make it look like a different character. Because these Wookiees were made by RedRob41, this was the only part of the K1EP you couldn't freely use as they weren't SpaceAlex's to give away. Whilst I am unsure what one was made first, RedRob41 also made a mod called Playable Wookiees x5 1.1 which added five Wookiee player characters which he released under his own name.
    Now, almost a decade since SpaceAlex released his K1EP mod to the public, I've used my own connections in the Revenge of Revan mod team to secure RedRob41's permission for me to use his Wookiee assets so that I could make a 'redux' version of what the K1EP intended to do with the Wookiees.
    This mod adds 30 Wookiee variants that change all of the generic male Wookiees. Since most of the Wookiee NPCs are seen fighting something in some capacity, many of these Wookiees are wearing chainmail armor and are differentiated with different coats of fur and bandolier designs making every Wookiee you met on Kashyyyk unique. Named NPCs also have unique appearances, characters like Chuundar and Jaarak use their original K1EP appearances whilst other Wookiees like Worrroznor have reworked appearances.
    Since these Wookiees use Zaalbar's unique model, they all share Zaalbar's unique animations. This can result in alternative animations being used in both fights and dialogue cutscenes.

    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.

    Incompatibilities:
    To be added!

    Permissions:
    You will need permission from RedRob41 if you wish to use any of these assets.

    Thanks to:
    RedRob41: For making the amazing Wookiee textures to begin with, without you this mod wouldn't exist!
    SpaceAlex: For kickstarting this idea with the original K1EP mod!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For HoloPatcher!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION 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.

    269 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Dorak Realistic HD

    1K texture of famous Jedi Master Dorak from Dantooine Enclave.
     
    Installation:
    Unpack archive and just place files .tga and .txi to your Override folder of the game.

    155 downloads

       (0 reviews)

    0 comments

    Updated

  24. Darth Malak's Lightsaber (K1)

    This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.
    Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.
    This replaces the lightsaber Malak uses in the vanilla game and is used both times you battle him as well as in all cutscenes where he is holding/wielding a lightsaber.
    This mod is fully compatible with the KotOR Community Patch, as the changes it makes to Malak’s files on the Star Forge are identical to those made by the Community Patch itself.

    324 downloads

       (0 reviews)

    0 comments

    Updated

  25. Movie Style Replacement Lightsaber Hilts (K1)

    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:
    Blue – Obi-Wan Kenobi (Ep. III)
    Red – Darth Vader (Ep. IV)
    Green – Luke Skywalker (Ep. VI)
    Yellow – Plo Koon
    Purple – Mace Windu
    Heart of the Guardian – Luminara Unduli
    Mantle of the Force – Luke Skywalker (Ep. IV)
     
    Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.
    Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.

     

    742 downloads

       (0 reviews)

    5 comments

    Submitted