Modder's Resources
Resources for aspiring modders
36 files
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Kotor script Extender (K1SE)kse-1.0.0.zip
By TheMMN
K1SE is a script extender for KOTOR 1, in the same tradition as SKSE, OBSE, and NWNX. It is a DLL that loads with the game and gives NWScript functions BioWare never exposed. You write ordinary scripts, compile them with your normal compiler, and add one include line.
This is a tool for mod authors. It does not change anything in the game by itself. On its own it is invisible.
BEFORE YOU DOWNLOAD: Steam only, and only some Steam builds
Every address K1SE uses was derived from one game executable on one machine. At launch it checks your game against eleven fingerprints, and if they do not match it refuses to install and does nothing at all. GOG, retail disc, localized builds, and anything patched have never been tested. Not broken, just never looked at.
That refusal is deliberate. K1SE will not run against offsets it cannot confirm, so it cannot quietly corrupt a save on a build it does not recognize. But it does mean the honest supported list right now is a single build. docs/SCOPE.md in the archive lays out exactly what the evidence base is.
WHAT IT ADDS
Bitwise and integer math. AND, OR, XOR, NOT, three shift variants, popcount, plus min, max, clamp, sign, Euclidean modulo, integer power, and integer square root. NWScript has no bitwise operators at all, so if you have been faking bit flags with arithmetic, that is over.
A key-value store. Set and get strings or integers by string key, test existence, delete. In memory only, cleared when the game restarts, 256 entries. Useful for passing state between scripts inside a session. It is not a save system.
Feats, skills, and saving throws. Grant or remove a feat, adjust skill ranks, adjust Fortitude, Reflex, and Will base saves. These write into the character and survive save and reload.
Utility. A version check, a build id string, an error code you can read after a refused operation, and a logging call so you can drop your own markers into K1SE's log alongside what K1SE did.
Full signatures and notes for every function are in docs/API.md.
READ THIS IF YOU USE THE FEAT FUNCTIONS
A granted feat is permanent. It is written into the creature's feat array and it survives saving and reloading. KOTOR has no engine path that removes an array feat, so K1SE's remover is the only one that exists, and it persists too.
Treat every grant as one-way until you have tested removal inside your own mod. Test on a save you do not care about. The same applies to skills and saving throws.
INSTALLATION
1. Open your KOTOR folder, the one with swkotor.exe in it. On Steam: right click the game, Manage, Browse local files.
2. Rename the existing binkw32.dll to binkw32_real.dll.
3. Copy K1SE's binkw32.dll into that folder.
4. Copy kse.nss to wherever your script compiler looks for includes.
5. Launch the game. K1SE writes a log to %LOCALAPPDATA%\KSE\kse.log and the top of it tells you whether it loaded.
K1SE forwards every call to the real library, so the game behaves normally whether or not K1SE installs itself.
UNINSTALLATION
Delete K1SE's binkw32.dll and rename binkw32_real.dll back to binkw32.dll. That is the whole uninstall. The only other thing K1SE leaves is its log folder, which you can delete.
THE THING THAT WILL CATCH YOU OUT
If K1SE is not loaded, K1SE calls do not throw an error. They silently return zero. That is indistinguishable from your mod being broken.
Guard every script that uses K1SE:
if (KSE_GetVersion() <= 0) return;
Use <= 0 and not == 0. An older K1SE returns a negative number rather than zero, and == 0 would let it through.
If a K1SE script appears to do nothing, read kse.log. It is the only place that records whether K1SE loaded and, if it refused, which fingerprint failed.
COMPATIBILITY
Requires the binkw32.dll slot. If you already run another mod that replaces binkw32.dll, the two will conflict and you will have to pick one.
KOTOR 2 is not supported and has not been tested.
Stability: K1SE ran for 7 hours 10 minutes under sustained script load without crashing or degrading. That is a run length result, not a leak measurement. No leak measurement has been made.
WHAT WOULD HELP MOST
One read-only check on a non-Steam install. GOG, retail disc, anything that is not the build this was developed against. More testing on my own machine cannot widen the supported list, because it is the same single witness re-attesting itself. One run on a different copy of the game is the contribution that actually changes what this project covers. Come to the Discord if you are willing.
PERMISSIONS
MIT licensed. Use it, modify it, redistribute it, bundle it inside your own mod, commercial or not. Keep the copyright notice and license text with it. No permission request needed.
SUPPORT
Discord: https://discord.gg/EqR7uqQy3f
Bug reports, questions, and "it will not work on my copy" all welcome. Attach your kse.log. It answers the did-it-load question in about two seconds.
6 downloads
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Kiosk Model Fix for K1
By Snigaroo
This file is a model adjustment for the merchant kiosk which fixes part of the texture for the button panel in the center of the console overwriting the left side of what appears like some stacked merchandise.
To install, unpack the file archive with a program like WinRAR or 7zip and move the two files within the "K1" folder to your game's override folder.
This model adjustment was produced by Marius Fett and has been uploaded as a modder's resource with his permission.
3,277 downloads
(0 reviews)0 comments
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Czerka cut module restoration
Czerka cut module restoration v1.0
By Zobizob
Description:
In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable.
This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override.
Work done and disclaimer :
All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit:
InSidious for his original Lost Modules Pack mod.
Thor110 for his very valuable insights.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use this work, just credit me if you're using my files.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
58 downloads
(0 reviews)0 comments
Updated
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Kashyyk restored module v1.0
Kashyyk cut module restoration v1.0
By Zobizob
Description:
In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The kashyyk module was the one that needed the less work to be entirely playable.
This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override.
I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background.
Work done and disclaimer :
The vis file has been corrected, so there won't be any part of the level disappearing within your field of view. The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset. There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background. I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module. The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway. There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit:
InSidious for his original Lost Modules Pack mod.
Thor110 for his very valuable insights.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use this work, just credit me if you're using my files.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
56 downloads
(0 reviews)0 comments
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Improved Cantina Sitters
By Alvar007
Improved Cantina Sitters
By Alvar007
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DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models.
INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override).
COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas.
LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build.
CREDITS: EbonHawkStowaway999 for the idea.
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
4,652 downloads
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SWTOR Icons Modder's Resource
This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game.
Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
288 downloads
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Dantooine enclave extra rooms modder's ressource
Description:
This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall.
Disclaimer :
This mod should be compatible with anything i guess?
The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here.
I also provided an edited minimap.
Credit:
Thor110 for his very valuable insights.
Kotor discord channel for insights on developping mods for this awesome game.
Permissions:
Feel free to use my work as you see fit, just credit me if you use my files.
45 downloads
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Fixed Cantina Sitters
By Alvar007
Fixed Cantina Sitters
By Alvar007
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DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well.
INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override).
COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas.
LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build.
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
174 downloads
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SWTOR Saber Hilt Resource
This is a dump of most of the double and single saber hilts from The Old Republic (as-of May 2025) as FBX files. There are 207 single hilts and 158 double hilts, although note that somewhere between half to two thirds of these are just texture variants, while a not insignificant number of the rest are just minor mesh variations (e.g. different emitter shroud).
Notes:
The meshes have been scaled to a rough ballpark approximation of KOTOR's hilt size, but will need manual adjustment as well as scene setup (addition of blade planes, etc.). Some will probably also require custom low poly shadowcasters as well, assuming you want to enable shadows. TOR uses texture-based emissive, which will necessitate either mesh splitting or custom mesh creation to replicate/approximate in Odyssey. I have left out some of the more fancy things that TOR gets up to with VFX involving separate meshes with emissive and multiple UV channels.
Textures vary in their quality. Many of the launch-era textures are low resolution (256x256) compared to more recent additions (1024x1024), as well as very simplistic and cartoony. The models are similar, with launch hilts often being oversized with minimal geometry detail. Although note that even some more recent additions occasionally have low res textures, even when the models are more detailed.
Each hilt archive includes a text file that specifies its material and texture names.
Textures are included in their original DDS format. For PS users, install the Intel DDS plugin. For everyone else, you can use TexConv from MS's DirectXTex utilities to convert them to TGA. I have provided pre-swizzled and normalised normal maps in TGA, already in OpenGL format with a blank alpha, ready for conversion to TPC (thanks to ndix UR's normun tool). Check this SWTOR Slicers wiki page for information about TOR's texture setup. Note that the diffuse textures are made for TOR's renderer, so will likely require some adjustment to work correctly in Odysssey. You'll also need to make your own envmap masks.
Given the sheer volume of files and the process of manually converting them, it's quite possible I have missed some textures or the like. Let me know if that's the case.
If you're looking for a particular hilt and you only know its in-game name (from, for example, Swtorista) check TORCommunity's database (warning, site is often slow as hell) and find its model name in the Detailed Data tab of the item (search for gr2, for example - "Model": "\\art\\dynamic\\weapon\\model\\saber_high12_a01_v01.gr2"). Refer to the SWTOR Slicers wiki page for more detailed information.
Posted in the K1 section, but naturally they'll work for either game depending on what format you export the models in.
Terms of Use:
I make no claims of ownership. This is all taken from TOR's asset files, I just extracted them. Credit belongs to Disney/EA/Bioware/Broadsword. Use as you see fit, although if you use them in a mod release an acknowledgement would be nice.
244 downloads
(0 reviews)0 comments
Submitted
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KOTOR 2025 Mod Guide
By Hraith
Provides complete instructions on modding KOTOR in 2025. Restores cut content, that the community patch does NOT restore, updates the resolution and UI, updates textures, fixes bugs and finally finishes the game.
KOTOR 2025 Mod Guide! Get the full experience in one of the greatest games ever made!
Deadly Stream always has the most up to date version: https://deadlystream.com/files/file/2689-kotor-2025-mod-guide
Included in the mod is two different versions of the guide, one you do everything manually and the other is mostly automated. If one doesn't work, try the other. This build has been tested on many different systems and the majority of it has been tested regularly for about 10 years. I am aware that the community patch is new and people are interested in it but it doesn't restore a lot of things the Restored Content mod does bring back and the two are simply incompatible. Besides, community patch is bad anyway, and doesn't come from the community, just one guy. Follow along step by step or let the scripts do the work, enjoy Knights of the Old Republic!
Summary of mods in build:
1. # KOTOR Restoration mod: https://www.nexusmods.com/kotor/mods/54
2. # 1080p 60fps fix: https://www.nexusmods.com/kotor/mods/1287
Patches
3. # Skyboxes: https://www.nexusmods.com/kotor/mods/69?tab=files
4. # Pazaak Tournament fix: https://www.nexusmods.com/kotor/mods/1343 (This tournament is one of the best sections of the entire game.)
5. # Widescreen fade fix: https://www.nexusmods.com/kotor/mods/1379
6. # Repair HK-47 Fix: https://deadlystream.com/files/file/2324-repair-hk-47-with-common-parts/ (Ignore Source folder.)
7. # Stars and Nebulas: https://www.nexusmods.com/kotor/mods/41
8. # Jedi Dialogue Enhancement: https://deadlystream.com/files/file/2428-jedi-choice-dialogue-enhancement/
9. # High Quality Lightsaber: https://www.nexusmods.com/kotor/mods/1126
10. # Better Bastilla Textures: https://www.nexusmods.com/kotor/mods/1152
11. # Sand ppl disguise fix: https://www.nexusmods.com/kotor/mods/51 Restores functionality present in the xbox version but not in the PC version.
12. # Ebon Hawk animated screen: https://www.nexusmods.com/kotor/mods/1296 (Winrar required to extract. 7Zip will not work.)
13. # Ebon Hawk Transparent cockpit: https://deadlystream.com/files/file/2354-ebon-hawk-transparent-cockpit-windows-for-k1/
14. # Escape Pod upgrade: https://deadlystream.com/files/file/2435-lts_escapepod-hd/ (Winrar extraction.)
15. # Rune covered pillar: https://deadlystream.com/files/file/2381-rune-covered-pillar-crystal/
16. # Czerka on Korriban: https://deadlystream.com/files/file/2332-czerka-on-korriban/ (Czerka doesn’t wear Sith uniforms, they dress in Czerka uniforms.)
17. Optional # Easy Pazaak: https://www.nexusmods.com/kotor/mods/1154 Copy to override and replace existing files. Pazaak is rigged and
even with this you won't always win. (Also: https://pazaakonline.com/ lol.)
Upgrades and Updates
18. # Swoop Bike Upgrades: https://deadlystream.com/files/file/2473-kotor-swoop-bike-upgrades/
19. # Jedi Justice: https://deadlystream.com/files/file/1056-kill-marlena/
20. # Bastila has Battle Meditation: https://deadlystream.com/files/file/2379-bastila-has-tsl-battle-meditation/
21. # Cinematic Music: https://www.nexusmods.com/kotor/mods/1286 (Winrar Extraction.)
22. # Taris dueling arena enhanced: https://deadlystream.com/files/file/1404-taris-dueling-arena-adjustment/
23. # Party Conversation Guarantee: https://deadlystream.com/files/file/2284-party-conversations-on-ebon-hawk
24. # Force Buff Duration Fix: https://www.nexusmods.com/kotor/mods/1420
Optional - (Brotherhood of Shadow is a fan made, voice acted, 8+ hour expansion to the game.)
25. # Brotherhood of Shadow: https://www.nexusmods.com/kotor/mods/95
26. Optional # Yavin 4: https://www.nexusmods.com/kotor/mods/1335 (Adds Yavin 4 as a usable planet.)
Warning! Using Yavin 4 will cause some texture glitches, nothing game breaking, but pillars and containers can show up where they shouldn't. The Pazaak tournament holographic display, which adds a LOT of atmosphere to the section, will not work correctly.
Do not attempt to use Brotherhood of Shadow and Yavin 4 at the same time. Use either one or the other on a single playthrough.
# Textures:
Download the compressed versions. No noticeable improvement on uncompressed
and less stable. Use Winrar to extract all of these. 7 zip doesn’t work. Safe to ignore errors.
27.Ultimate Character Overhaul: https://www.nexusmods.com/kotor/mods/1282
28.unknown world: https://www.nexusmods.com/kotor/mods/1369
29.Kashyyk: https://www.nexusmods.com/kotor/mods/1365
30. Manaan: https://www.nexusmods.com/kotor/mods/1366
31.Endar Spire: https://www.nexusmods.com/kotor/mods/1370
32.Korriban: https://www.nexusmods.com/kotor/mods/1367
33.Dantooine: https://www.nexusmods.com/kotor/mods/1368
34.Tatooine: https://www.nexusmods.com/kotor/mods/1364
35.Taris: https://www.nexusmods.com/kotor/mods/1360
KOTOR Save GameEditor: https://www.nexusmods.com/kotor/mods/103
3,026 downloads
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Sleheyron Arenas
By Thor110
Just the files needed to access the three Sleheyron Arenas that are contained within the kotor 1 files.
They aren't perfect, the walkmeshes are a little off and this results in the player getting stuck at points.
The crowd is also non-existent.
This won't work without the Sleheyron Demo by SithSpectre : https://deadlystream.com/files/file/391-sleheyron-demo/
Because it needs the following files which are included in the Sleheyron Demo.
m31aa_00l.mdl
m31aa_00l.mdx
The .wok file isn't necessary.
NOTE : This is a modders resource and isn't intended for use by non-modders, all it does is add three empty levels for the Sleheyron Arenas that can only be accessed via the warp command.
Thor110
35 downloads
(0 reviews)0 comments
Submitted
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K1 Switch Override Files
By Thor110
This is the contents of the Override folder on the Switch version of the game.
99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same.
Taken from v1.0.0 of the game.
Included is a folder that has any changes made in v1.0.4 of the game.
I chose not to include anything else from the release, there isn't anything special of interest besides Japanese support for the game.
Thor110
27 downloads
(0 reviews)0 comments
Submitted
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Manaan Hotel Missing Room
By Thor110
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version.
Manaan - Hotel Missing Room - TSL Levels in K1
by Thor110
This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh was there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model.
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Installation:
Copy Modules & Override folder to the game directory.
Warp to m26ae to look around the level.
There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough.
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Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can.
Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
312 downloads
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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.
31 downloads
(0 reviews)0 comments
Updated
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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.
34 downloads
(0 reviews)0 comments
Updated
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kotor1 Amazon Games's K1 Release sounds/movies fix
By th3w1zard1
As some of you know, K1 was released free on Amazon Games for Prime users recently. Unfortunately, the release is bugged and partially broken. Here are the steps to fix it:
First, find out where your game is located on disk. Default path is: C:\Amazon Games\Library\Star Wars - Knights of the Old
Download and extract the provided ZIP, and copy and replace those files into your game's miles folder, backing up if you ever want to revert the changes.
backup and delete the following files from your miles folder: mssds3d.flt, msseax.flt, mssogg.asi **copy** mss32.dll from the miles folder into the same directory as swkotor.exe, overwriting when prompted. Back up the original if you want to revert. The Editable EXE is required from here on out, the amazon swkotor.exe will **not** work after these changes. Download it, backup swkotor.exe, and replace Remove Disable Movies=1 and Disable Sound = 1 from the swkotor.ini (or set them to 0) Your game should now have fully working audio and movies!
The files provided here in the .zip are from the steam version of the game, other versions of the game have the exact same files. For some reason only the Amazon release is different.
1,204 downloads
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Fat Commoner Body Models - Modder's Resource
This is a modder’s resource that provides some additional commoner body models that can be used for NPCs. The game includes body models for fat male and female commoners, each using a custom texture with no variants. They are unused. Originally, as part of the K1 Community Patch, a fat-ified version of the standard male commoner body was made to be used for Handon on Dantooine. This allowed it to use the regular commoner textures. As of K1CP v1.10.0, this addition has been removed, so the assets are now being made available for third party mods to make use of. Additionally, the vanilla female fat commoner model has had some adjustments made to its UVs so that it can also make use of the regular commoner texture variants.
A simple TSLPatcher setup has been provided that edits the two vanilla appearance rows to switch their texture assignments, as well as adding new rows using all the regular NPC heads. Note to regular users: Installing this package by itself will do nothing as the game does not make use of the vanilla fat commoner appearance rows. It requires other authors to create content utilising it.
Permissions:
This is a modder’s resource, and thus intended to be utilised by the community. You can freely incorporate the included assets in your mod. Simply provide credit to the Community Patch team and link back to this page. Do not redistribute/rehost this resource as-is elsewhere.
101 downloads
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Topaz GigaPixel AI Upscales - K1
By Thor110
WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME!
Modder's Resource - Topaz GigaPixel AI Upscales - Source
These are all of the first games textures upscaled by Topaz GigaPixel AI.
While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well.
It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game.
So here they are.
The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action. ( added some screenshots of the actual textures )
All TXI files as well as the few textures that had issues being upscaled in their own packages.
150 downloads
(0 reviews)0 comments
Updated
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KotOR Switch Modding Framework
By jacqylfrost
Switch KotOR Modding romFS Dummy Folder with 1.0.3 dialog.tlk
This is a set of files and folders designed to make modding the Switch version of KotOR easier and more accessible to a novice user.
Read to the end before using.
You will need a hackable, or modchipped Switch to use this, and custom firmware must be installed, I use Atmosphere, but anything that supports romFS should be fine.
This should work just fine with the digital or physical version (when it is released) without issue. I have only tested this on the most up-to-date build at this time, 1.0.3. It may work on 1.0.2 or 1.0.1, but it is not guaranteed, and I'm not concerned with supporting them.
Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the romfs folder containing the dialog.tlk file. For mods that don't use TSLPatcher, copy files as directed, "romfs" is equivalent to the directory on PC containing the executable.
NOTE: You may need to move files that TSLPatcher is expecting to the folder to be able to patch them. You can access them by dumping your game with nxdumptool, using romfs. Make sure you include updates when doing so.
Feel free to comment with what you needed, and what mod it was for, and if there is popular demand, I will add the files to this pack. The easiest way I found, was just to try installing a mod, and then check the log for errors to see what files were missing.
NOTE: Long filenames cause issues with TSLPatcher, this is exacerbated by the length of the filepath for romFS modding. I recommend moving the "romfs" folder to the root of the drive and patching there, moving the folder back afterwards.
Make sure to check your error log, you may manually need to copy .lip files over to override afterwards.
Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply. NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format.
At this point, copy the atmosphere folder to the root of your SD card, and you should be done. Please feel free to mention any issues you run into, or workarounds you needed, and I'll update this post.
I tested a run of K1CP with no major issues.
Mods that involve UI likely won't work. Everything is at your own risk, you may end up with a broken save, etc. Worst case scenario, you can uninstall all mods by deleting the `0100854015868000` folder from `/atmosphere/contents/`
Big thanks to JC for helping me pin this all down.
7-22-2022 Update:
Just a change to the readme regarding potential texture issues.
617 downloads
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Female Czerka Officer's Uniform - Modder's Resource
Per some discussions on Discord with @N-DReW25, I have cobbled together a female version of the Czerka Officer's uniform for females. This is primarily intended as a modder's resource for people to use in their own mods. As such, there are three body models provided, Asian, Black, Caucasian, for use with whatever head models are desired. When creating a new appearance.2da row, only specify the model (N_CzerkOff_F_A, N_CzerkOff_F_B, or N_CzerkOff_F_C) and leave the texture column blank. This is because the model uses three different textures, thus is not compatible with appearance texture overrides.
You are free to incorporate the contents of this mod into your own work, as long as proper credit is provided. Do not redistribute the mod by itself.
For non-modders, I have also provided an optional installer that will replace the outfit worn by the Czerka Protocol Officer on Tatooine. Simply run the TSLPatcher installer in the Optional folder.
237 downloads
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modders resource Dual Wield Stun Batons - Diatium-Charged Escrima
By Masamune753
Hello! This is my first very first, and very basic, mod.
Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas".
Installation:
Drop the files into your override folder and use the giveitem cheat to acquire them in game.
Background:
I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR...
With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone.
This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders.
This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful.
Description:
These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening.
These "Diatium-Charged Escrima" are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use.
Future updates/Requests:
Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions:
Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else.
Credits/Thanks:
Fred Tetra for their amazing KOTOR Tool
@Thor110 for their general help and modding tutorials!
289 downloads
(0 reviews)0 comments
Updated
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New_Lightsaber_Blades_Modder's_Res
By Crazy34
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KNIGHTS OF THE OLD REPUBLIC SOURCE FILE
========================================================
New_Lightsaber_Blades_Modder's_Res
=================================
Author: Crazy34
Contact: PM me on Deadlystream
For: K1/TSL
Date: 03/24/2021
=================================
DESCRIPTION:
This modder's resource contains a detailed step-by-step instruction on how to use and modify the new lightsaber blade system introduced in my recent mods.
You can find this instruction in the file: manual.pdf.
The folder resources contains example textures, saber models in the ascii format and example batch file to generate color copies of a given saber.
I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models.
CREDITS:
Kaidon Jorn:
Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/
Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them.
Sithspecter:
The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/
Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors.
___________________________________________________________
COMPATIBILITY:
___________________________________________________________
INSTALLATION:
___________________________________________________________
BUGS:
The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.)
The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.)
___________________________________________________________
PERMISSIONS:
You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. Use it to update your own mod or use it as a basis to start your own lightsaber mod. However, please give credit where it's due.
___________________________________________________________
THANKS:
Fred Tetra: All the thanks for KotOR Tool.
TK102: All the thanks for K-GFF.
ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models.
bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code.
Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much.
Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place.
Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod.
JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation.
DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models.
Sith Holocron: For minor proofreading of the mod documents.
For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar.
Also, I want to thank all the modders out there whose work I've consistently studied and learned from.
___________________________________________________________
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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
433 downloads
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Better Twi'lek Male Heads for K1EP (Modder's Resource)
This is a modder's resource containing Twi'lek textures from SpaceAlex's K1 Enhancement Pack that have been modified for compatibility with Better Twi'lek Male Heads.
Textures are included in both TGA/TXI and TPC formats (the latter is recommended). Models for both the slim neck and original neck variants are included in ASCII format, so you can edit the model name and/or texture then convert to binary for either game. If BTMH is updated in the future with changes to the model, so will this. (Current model version: 1.3.X)
Usage
If you want to use these files as part of an external work, contact me first to receive my permission. Permission to use the K1 or TSL versions of BTMH automatically extends to this resource. Both SpaceAlex and I should be credited accordingly.
This modder's resource should only be found on Deadly Stream, no user may upload it to another modding site. This restriction does not apply to any external works using these files.
It should be noted that some of SpaceAlex's Twi'lek textures are upscaled variants from the base game. See readme.txt for more details.
Credits
Fred Tetra, Kotor Tool
bead-v, KOTORmax & MDLedit
ndix UR, tga2tpc
Autodesk, 3ds Max
The GIMP Team, GIMP
Darth Parametric, Upper teeth no-clip fix (K1)
SpaceAlex, K1 Enhancement Pack's male Twi'lek textures
NDrew-25, prompting the creation of these textures for K1 Gameplay Improvement
Disclaimer
This modder's resource is not supported by LucasArts, BioWare, Obsidian Entertainment, or Electronic Arts. It is intended to be used by other members of the KOTOR modding community and intends no copyright infringement.
Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like.
176 downloads
- better twilek male heads
- twilek
- (and 4 more)
(1 review)0 comments
Updated
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Darth333's Easy Warping Armband
By JumpStationZ
Part of the...
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Easy Warping Armband v.1.0.1
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By Darth333 (08-17-2004)
v.1.0.1: loop in dialog preventing you to use the armband to travel on Manaan corrected.
This armband will allow you to easily warp to any area while playing the game and without having to use cheats and look for the area cheat codes.
See below on how to get the armband in the game.
============================================
IMPORTANT NOTICE:
============================================
This armband is primarily intended to be a tool for modders to test their mods.
If you intend to use this armband just for fun, you are free to do so but it is *AT YOUR OWN RISK*.
You could severely screw up your game in that many events could not trigger depending on where and when you use it. In the worst scenario, you could even be incapable of finishing a game.
If it is not for testing purposes, I strongly recommend that you do not use the armband, unless you are comfortable editing globals.
More specifically: if you want to use the armband to warp to the Leviathan before time and play the game as *you know who*, be advised that unless you edit the global for the Star Map, you won't be able
to finish the game.
If you decide to ignore the above notice and mess up with your game, then you can always try to repair the damages on your own by using TK102's KSE to edit globals. His Global Variable Comparison tool can be useful for this too.
=============================================
Installation and getting the armband in the game:
=============================================
Extract the files to your override directory.
If you start a new game, it will be placed automatically in your inventory under the name
"d333 Warpband".
You can also get the armband by using the cheat code "giveitem d333_warpband" (without
quotes).
Equip the d333_warpband and activate as any other armband. A screen will appear asking you to which planet you want to warp. Except for Yavin, the Rakatan Box and the Ebon Hawk to which you will be transported directly, a second screen will appear asking you the precise location where you want to go.
=============================================
Uninstall:
=============================================
Delete the files from your override folder.
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POSSIBLE CONFLICTS
============================================
If you have other mods that use the spells.2da file, it could cause conflicts (mostly force power mods, tk102's armbands). Remove the existing spells.2da file from your override directory before
using this one or edit the spells.2da and the .uti for the armband.
A non-conflicting version will be released soon.
In any event, enjoy! (I hope)
Darth333
143 downloads
(0 reviews)0 comments
Submitted
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resource [K1] Creatures and Armors TXIs
By ebmar
////////////////////////////////////////////////////////////////////////////////
/* [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
232 downloads
(0 reviews)0 comments
Updated
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File Reviews
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AxConsortium 62
This is the definitive map mod for TSL! You don't realize how much of a pain the low-res vanilla maps are until you find a good replacement for them. Each map here is done with tremendous quality and is very pleasant to look at. Especially in the smaller locations, like cantinas, you can clearly see all the details in each room. Honestly impressive.
The bigger exterior locations get detailed backgrounds (Onderon's maps with outlined city streets are my favorites!), which completes the look just right. Thank you so much for your work!
Edited by AxConsortium -
Saul0097 14
I'm having a strange issue where I can see the mod's logo in a reflection on iziz.
edit: the mistake was on my end and not caused by this mod.
Edited by Saul0097 -
Great, it helped me so many times with bugs i have or with testing things. It was also pretty fun using it risking that the game crashes XD.
But to be serious its really helpfull
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The mod is all great but it has bad StreamVoices, what i mean is that it can't work on normal Version of kotor but on legacy version, and on newer PC, the legacy version isn't working so you need to have MP3 voices but gladly there is steamworkshop version that have working Voices so if you would install from deadlystream except streamvoices and install from workshop, you have working game,
The fights are very easy even in hard mode, there are some places that are buggy like the companion can see enemy from wall and you need to something do with StreamVoices do let it work.
If you want have Kotor 3 than its Very recoomended to play this mod and sometimes it can make you just dissapointed, like there are sometimes nonsense things here, Waring spoilers: Like Exile ignoring that there is Revan literally In the same ship and almost in the same room.
Edited by Kalendarzak -
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Grimy. The Force approves.
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Very good!
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JuniorModder 16
I just started playing but so far it looks incredible! I was already using shaders for TSL but this one is probably the nicest, crispest, most detailed one out there.
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1
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This Sith Lord approves of these retextures.
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Great work, as usual.
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This are wonderful to look at. I particularly like the dark grass. Maybe that's just me, but it fits the vibe of Dantooine.
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Excellent work!
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Just like the KotOR 2 version, these are awesome.
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Excellent set of textures, fits in perfectly.
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Swoop.
And by that, I mean that this is a very good retexture.
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