36 files
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Telos Missing Shuttles
By Thor110
This was made as a request for @KiraYamato
It adds two shuttles to the empty bays on Telos.
It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can.
This is still a bit of a WIP but I might not get around to fixing the lightmap issues.
Thor110
2 downloads
0 comments
Updated
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K2 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.
I just realised there is a v1.0.3 update for the game while uploading this, I will have to compare the override folders for differences and add them here.
Thor110
2 downloads
0 comments
Updated
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Sith Academy Missing Rooms
By Thor110
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version.
This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference.
I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models.
There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint.
I have also used the .pth file from 702kor for this version of the level.
The .are & .ifo file are identical to those within korr_m35aa
The .git file contains just the doors, placeables, sounds and a single waypoint for the Library.
There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default.
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Installation:
Copy Modules & Override folder to the game directory.
Warp to m35aa 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 DarthParametric for fixing the walkmesh in the Teachers Quarters.
Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready )
Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
19 downloads
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Mobile Override Files
By Thor110
NOTE : I extracted these for the Expanded Galaxy Project.
These are the files from the Android OBB contained within the Override folder.
Not intended for use with anything, just meant as a modders resource for anyone that wishes to alter or recolour the UI for the mobile version of the game.
Includes iPhone and Android specific textures.
Screenshot shows a blue version of the interface I am working on just to showcase it.
Thor110
14 downloads
0 comments
Updated
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Airtaxi speeders placeables Modder's Resource
By LoneWanderer
Description:
This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him.
If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution.
Acknowledgments:
Thanks to DarthParametric for his help and advices.
Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Disclaimer
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.
12 downloads
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Restored Enclave Sublevel
By PapaZinos
This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder.
I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though.
Usage:
Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme.
Included Files:
Acknowledgments:
Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset.
I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place.
This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
44 downloads
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Darth Traya Portraits
By Revan100
Custom made portraits for Kreia and Atris as Darth Traya.
38 downloads
0 comments
Updated
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tool KotorDiff
By th3w1zard1
A simple CLI to easily compare KOTOR file formats.
This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files.
Why KotorDiff?
It is (or should be) common knowledge that Kotor Tool is not safe to use for anything besides extraction. But have you ever wondered why that is?
Let's take a look at a .utc file extracted directly from the BIFs (the OG vanilla p_bastilla.utc). Extract it with KTool and name it p_bastilla_ktool.utc. Now open the same file in ktool's UTC character editor, change a single field (literally anything, hp, strength, whatever you fancy), and save it as p_bastilla_ktool_edited.utc.
KotorDiff's output:
Using --path1='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool_edited.utc' Using --path2='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool.utc' Using --ignore-rims=False Using --ignore-tlk=False Using --ignore-lips=False Using --compare-hashes=True Using --use-profiler=False GFFStruct: number of fields have changed at 'p_bastilla_ktool_edited.utc': '72' --> '69' Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\HitPoints': --- (old)HitPoints +++ (new)HitPoints @@ -1 +1 @@ -18 +24 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\FirstName': --- (old)FirstName +++ (new)FirstName @@ -1 +1 @@ -Bastila +31360 Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\CurrentHitPoints': --- (old)CurrentHitPoints +++ (new)CurrentHitPoints @@ -1 +1 @@ -20 +24 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\0\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -3 +94 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\2\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -39 +98 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\3\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -43 +55 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\4\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -44 +107 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\5\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -55 +3 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\6\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -94 +39 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\7\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -98 +43 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\8\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -107 +44 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\Description': --- (old)Description +++ (new)Description @@ -0,0 +1 @@ +-1 Field 'String' is different at 'p_bastilla_ktool_edited.utc\Subrace': --- (old)Subrace +++ (new)Subrace @@ -1 +0,0 @@ -0 ^ 'p_bastilla_ktool_edited.utc': GFF is different ^ --------------------------------------------------- 'p_bastilla_ktool_edited.utc' DOES NOT MATCH 'p_bastilla_ktool.utc' Sheesh! I bet you can't even guess which field I modified! Again I changed a singular field! What is all this nonsense that KTool did to my character sheet?
Moral: Don't use KTool to modify files. It seems to have the incorrect field types defined internally and doesn't respect the original file when saving a new one.
But KotorDiff saved the day here and outputted exactly what happened on save.
How to use:
Simply run the executable. It'll ask you for 3 paths:
PATH1 Path to the first K1/TSL install, file, or directory to diff.
PATH2 Path to the second K1/TSL install, file, or directory to diff.
OUTPUT_LOG File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory)
If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names.
Supported filetypes/formats:
TalkTable files (TLK) Any GFF file (DLG, UTC, GUI, UTP, UTD, GIT, IFO, etc) Any capsule (ERF, MOD, RIM, SAV, etc) Not supported: NCS, NSS, ITP
Any file format that's not supported will have its SHA256 hash compared instead.
CLI Support:
This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 3 (if err is known by my code) or 1 (some sys error loading the tool). If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. You can utilize these error codes to utilize KotorDiff in a customized 3rd party script, or add-on to WinMerge/WinDirStat, possibilities are endless.
FAQ:
I am struggling to read the diff output, why is it saying +/-/@38924 and what does it mean?
A: GIT Diff is a standardized output format that has been widely adopted and used since probably the 80s/90s. https://stackoverflow.com/a/2530012/4414190 is by far the best explanation i've seen, but honestly ask ChatGPT to explain it further if needed, or send me a pm if something doesn't make sense!
Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc?
You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged.
A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful.
Why is my antivirus is flagging this?
This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension.
This whole tool is open source, feel free to run directly from the source script: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/src/kotordiff/__main__.py
There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md
TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project.
Source code:
https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/
Credit:
@Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool)
42 downloads
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Iridorian
By 90SK
Modder's Resource - Iridorian
by 90SK
It is not fully assembled but it contains the parts required to set it up in appearance.2da. The head is the Ubese "Sith Assassin" model, and the body is PMBBL (the KotOR 1 Soldier clothing). The skins and the model for the body are there. The head model needs to be arranged but the texture provided for the head is on the Ubese Helmet model. KotOR Tool is required to finish the appearance into TSL, and it is not compatible with K1 at this time. ---
Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
30 downloads
- 90sk
- modders resource
- (and 2 more)
0 comments
Updated
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installer KOTORModSync
By th3w1zard1
Please see http://github.com/th3w1zard1/KOTORModSync for the main repo.
Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them.
KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods.
I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process.
Goals
Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher.
Usage
If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com)
If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube
Features
Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms
KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems:
Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application.
Linux
You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages:
sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this:
./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release.
Credit
Snigaroo
This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'.
Cortisol
Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself.
JCarter426
There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him.
Testers:
Lewok from r/KOTOR
Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have.
Other notable users
Fair-Strides
Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence.
Stoffe
Creator of TSLPatcher
Thank you to the entire KOTOR modding community for what you do.
KOTORModSync - Official Documentation.txt
KOTOR1_Full.tomlKOTOR2_Full.toml
KOTOR1_Spoiler_Free.tomlKOTOR2_Spoiler_Free.toml
KOTOR1_Mobile_Full.tomlKOTOR2_Mobile_Full.toml
5,554 downloads
- installing mods
- mods
- (and 8 more)
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Missing K1 Party Member Ports for TSL [Modder's Resource]
By Leilukin
MODDER'S RESOURCE FOR STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS
This modder's resource includes models and textures of Jolee, Juhani, Mission and Zaalbar that are ported from KotOR 1 to be usable in KotOR 2: TSL. I have also included character templates (in UTC format) for them, allowing you to spawn them as NPCs in your mod.
This resource is made because Jolee, Juhani, Mission and Zaalbar never make any physical appearance in TSL, thus their textures and models do not exist within TSLs game files. However, both appearance.2da and heads.2da of TSL, including vanilla, still include entries for these characters, so if you want to make them appear as NPCs in TSL, there is no need to create extra entries for them in said 2DA files.
PERMISSION:
This modder's resource is free to use in any mod you create or release. Credit is appreciated, but not required.
CREDITS:
Cortisol for Holocron Toolset bead-v for MDLEdit221 downloads
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Vanilla M4-78 Textures Upscaled Twice
By Effix
The vanilla M4-78 textures upscaled twice with A.I. software waifu2x-caffe.
I've left out the txi files that only had "xbox_downsample 256", those were left overs from the old Xbox version.
DRO_Ehok.tga is the Ebon Hawk exterior, specific for the droid planet. If you prefer another version of the Hawk's exterior then you may want to replace it.
I've included upscaled versions of 2 CM files that some of the txi's call upon.
Requested by some old guy on an obscure website.
544 downloads
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Topaz GigaPixel AI Upscales - K2
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 second 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.
All TXI files as well as the few textures that had issues being upscaled in their own packages.
116 downloads
0 comments
Updated
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KotOR II Switch Modding Framework
By jacqylfrost
I wondered, why wait a few months for Aspyr to release TSLRCM when you could hack it together in a few days for fun? To that end:
Switch KotOR II Modding romFS Dummy Folder 1.0.1
This is a set of files and folders designed to make modding the Switch version of KotOR II 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. If you use something other than Atmosphere you'll have to figure out where it goes, but it should be very similar.
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, 1.0.1. I will update this when the next patch is released, and hopefully again when TSLRCM is officially released.
Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the \Localized\English\ 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. What I included should be more than sufficient for TSLRCM, however.
NOTE: When you are done, move the override folder to the root of the romfs folder, i.e. the directory with the "swplayer.ini" file.
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 TSLRCM and Leilukin's Gay Handmaiden mod with great success. I have not tested the Male Exile/Disciple part of that mod, but it should work as well.
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 `0100B2C016252000` folder from `/atmosphere/contents/`
Big thanks to JC for a ton of help troubleshooting, and big thanks to Zbyl2 for helping with TSLRCM-related issues.
7-22-2022 Update:
Just a change to the readme regarding potential texture issues.
187 downloads
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Modder's Resource : Mandalorian Mask Texture
By 90SK
Modder's Resource : Mandalorian Mask
by 90sK
A new mask item that resembles Darth Revan's Mandalorian helmet.
It does not replace the default Force Mask in TSL, it is a new item of its own.
The texture works but the model might still display the orange interior glow. Future versions will fix this.
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This code: giveitem revan , will spawn the mask in your inventory.
Based on the Mandalorian mask design of Darth Revan fame.
All texture editing and model edits by 90sK
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Pretty good rendition of the Fallen Mandalorian Hero mask that I managed to make.
Enjoy!
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Extra special thanks to staff of LucasForums and DeadlyStream!
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
48 downloads
0 comments
Updated
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Modder's Resource - HARIII's Coruscant Level Models
By 90SK
Modder's Resource - HARIII's Coruscant Level Models
by HARIII
These models are thematically of Coruscant, there is documentation of what has been done and they are not fully finished into modules, they need walkmesh, uvmapping for the majority, lightmaps, etc.
The model work for 29 levels has been completed.
This includes in depth the Jedi Temple interior and exterior.
This is a developer's resource for modelers and level designers.
If used, credit HARIII; additional modeling by Darth Tyren and Hunters Run, and the textures in the archive were created by 90SK
122 downloads
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Padawan Robe Templates for TSL
By JumpStationZ
Part of the...
Title: Padawan Robe Templates for SW:KOTORII-TSL
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Released: 01/06/06
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Authors: Achilles, DarthMoeller, Oldflash, & Svösh
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Table of Contents:
PART I - Introduction (prt1)
PART II - File Contents (prt2)
PART III - Special Thanks (prt3)
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PART I: Introduction (prt1)
In an effort to make robe modding fun and easy for everyone, I have created these template; drawing from some of the best TSL robe mods available. Each template (.psd) is broken down into multiple layers and saturated for quick and easy recoloring, texturizing, etc.
Please feel free to use these for your mods, however you will need to see that DarthMoeller, Oldflash, Svösh & I all get our due credit if you publish a mod using these skins.
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PART II: File Contents (prt2)
This modification pack contains:
Female Padawan Robe Template.psd
Male Padawan Robe Template.psd
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PART III: Special Thanks (prt3)
A huge thanks goes out to the following contributors:
DarthMoeller for the use of the tabbards from his Movie Style Jedi Robes Mod.
http://www.pcgamemods.com/mod/14376.html
Oldflash for the use of the belts found in his Jedi Robe mod.
http://www.pcgamemods.com/mod/14623.html
Svösh for his remapped Jedi Robes for SWKotORII:TSL.
http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm/
51 downloads
0 comments
Updated
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Achilles' Tutorials
By JumpStationZ
Part of the...
Saved in RTF format, Achilles' tutorials cover the following topics: Editing Items using KotOR Tool, Item Properties, Non-Script Method for Adding Player Made Items to Placeables, and a Saber Tutorial/
65 downloads
0 comments
Updated
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Achilles' TSL Influence Guide
By JumpStationZ
Part of the...
Created in 2008, this guide came before the multiple changes introduced in TSLRCM but might still be useful in your play through. YMMV.
102 downloads
0 comments
Submitted
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M4-78 Uncompressed Movies
By tjsase
Since the cutscenes for the KotOR games are being upscaled, I thought I'd provide my M4-78 EP movies, sans the Bink compression to assist in this.
As a bonus, I've included a brief cutscene I was requested to make a number of years ago, in which a battle-hardened Harbinger approaches the planet and passes over the central zone, just in case anyone finds it useful.
179 downloads
- m4-78
- uncompressed
- (and 3 more)
0 comments
Submitted
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Ui_Icons_Swtor
By Magnetiicz
This contains UI elements that are found so far there are 25 PNG images.
199 downloads
0 comments
Submitted
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Module Templates for v0.4.0 Full Update
By Thor110
These are the files required to recreate the modules in the v0.4.0 Full Update Release of the K2 Expanded Galaxy Project.
Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification.
Thor110
89 downloads
0 comments
Submitted
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TSL Removed Mouth Cubes (Modder's Resource)
Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render.
I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes.
What's Included
Jedi Malak (Full body): n_jedimalek.mdl/mdx
Sith Governor/Apprentice (Head): sith_app.mdl/mdx
Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx
Credits
Fred Tetra, Kotor Tool
bead-v, MDLedit
Disclaimer
This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & 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. Feel free to use these files however you want, this is a resource & no permissions are necessary.
141 downloads
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Bao-Dur arm texture for his default clothes
By FF97
Hello everyone,
This is a modder's resource that is maybe useful for those who want to retexture Bao-Dur's arm and don't want to mess around to get the two seperate textures (P_bao_durA and P_baodur_arm) look the same. Now, the default model of Bao-Dur also uses the P_BaoDur_Arm texture for his arm.
72 downloads
0 comments
Updated
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portraits All PC And Party Portraits (Modders Resource) (TGA)
All PC and Party member portraits in TGA format. Use as a base for your own portraits or whatever else you need them for.
You don't need to credit me if you use this, but it would be appreciated.
I recommend GIMP or Paint.net for editing TGA's.
163 downloads