872 files
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Emperor Turnip's HD Gizka
Yet another HD retexture. May just do the rest as one big release!
As usual, drop in override
41,191 downloads
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Scoundrel Trousers
By darkbirdie
It is a truth universally yadda yadda: the lady Scoundrel's starting gear looks uncomfortable. Put bluntly, F!Scoundrel has a stupendous wedgie. Her butt crack is alarmingly defined through her leggings AND underwear--which should not be happening unless those leggings are, like, industrial-vacuum-sealed. Which would be painful. And impractical. And also painful. Overall, not conducive to running around an exploding starship while fighting Sith troopers.
So I fixed it. I gave the female Scoundrel basic clothing a bit of a tune-up, making the butt crack less egregious and tweaking the texture to match.
May these new and improved trousers bear your Scoundrels to a comfortable and aesthetically pleasing victory!
Effusive burbling gratitude to forgetcanon, for extracting those pesky .mdl and .mdx files and for being a source of endless support and patience during my first foray into modding.
41,186 downloads
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Diversified Jedi Captives on the Star Forge
Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another.
Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender.
For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below).
Known Issues:
WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility:
The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements:
Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.41,029 downloads
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Taris Dueling Arena Adjustment
This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original.
Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room.
N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables.
Known Issues:
If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements
Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO40,588 downloads
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Trandoshans Rescaled for K1
Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok).
40,290 downloads
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Balanced Pazaak
As many of you know, Pazaak is a rigged game in KOTOR 1. There are already mods that make the opponents' hands all 0 cards, but I always felt like that was too easy. This mod is a nice middle of the road.
The original 3 decks used by opponents are as follows:
Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 2 ±6 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Deck 3 ±3 ±3 ±2 ±2 ±4 ±4 ±2 ±2 ±1 ±1 This mod changes them to this:
Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Deck 2 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 3 ±4 +4 -4 -2 +3 -2 -3 +3 +2 ±1
Obviously I can't fix the RNG where sometimes the opponent will just draw to 20 (4 times in a row...), but hey...chalk that up to shady characters cheating
NOTE: I give permission for anybody to do whatever they like with this file. If you're unsure if the thing that you're doing is safe, legal, or possible, that's your problem
39,706 downloads
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K1 Better Male Twi'lek Heads
This mod intends to address key issues with male Twi'lek heads in KOTOR I.
The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR.
There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files.
Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game.
The KOTOR II can be found here.
Installation & Uninstallation
To install this mod, run Installer.exe, select the option you want, and proceed with the installation.
To uninstall this mod, run the installer again, select the same option, and click Tools -> Uninstall Mod / Restore Backup.
Compatibility & Known Issues
This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise.
This mod has built-in compatibility with the K1 Community Patch and is also compatible with the K1 NPC Overhaul Mod. Either should be installed prior to installing this mod.
I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first.
Credits
Fred Tetra, Kotor Tool
bead-v, KOTORmax & MDLedit
ndix UR, tga2tpc
Darth Parametric, Upper teeth no-clip fix
NickHugi, HoloPatcher
Autodesk, 3ds Max
The GIMP Team, GIMP
Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod!
Disclaimer
This mod is not supported by LucasArts, BioWare, or EA. It is for personal usage only and intends no copyright infringement.
Questions, etc.?
Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
39,444 downloads
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JC's Jedi Tailor for K1
By JCarter426
Summary
This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.
The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.
I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.
To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.
You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.
Installation
Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
Remove the installed files or replace from backups if necessary. Compatibility
This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.
This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.
This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.
This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey).
The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.
The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).
Credits
KOTOR Tool – Fred Tetra
TSL Patcher – stoffe, with updates by Fair Strides
CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
DeNCS – JdNoa & Dashus
DLGEditor – tk102
ERFEdit – stoffe, with updates by Fair Strides
K-GFF – tk102
LipSynchEditor – JdNoa
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Disclaimers
OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
38,724 downloads
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Loadscreens in Color
By Sithspecter
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
Loadscreens in Color
By Sithspecter
Description:
Knights of the Old Republic is a fantastic game. There isn't a whole lot that can be improved on. However, one area of the game that could, quite literally, use some more color is the loading screens.
This mod replaces all the default black and white loading screens with loading screens that are in color. Each of the loading screens has been reproduced shot for shot, with a few exceptions where the angle was not possible or didn't showcase the area very well. Extra care was taken to produce a look very similar to the original, but in color. The result, in my opinion, really freshens the game and invokes the feel of the area being traveled to.
Installation:
Installation of Loadscreens in Color is extremely easy. Drop all the files in the "Override" folder in this archive into your Knights of the Old Republic Override folder.
The new loading screens will automatically appear, you will not have to start a new game!
INCOMPATIBILITY:
IF YOU HAVE ANOTHER MOD THAT ALTERS THE LOADING SCREENS, YOU WILL HAVE TO CHOOSE ONE OR THE OTHER. INSTALLING THESE FILES WILL OVERWRITE OTHER LOADING SCREEN MODS.
Bugs:
None known.
Credits:
Credit goes to Kexikus for High Quality Skyboxes, which were installed when I took the screenshots.
Credit goes to Darth InSidious for his Sonic Screwdriver, which was handy to open doors that wouldn't have been easily opened otherwise.
Permissions:
Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites.
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.
38,426 downloads
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Diversified Wounded Republic Soldiers on Taris
Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris.
In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room.
The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, the floating bodies are now part of the room model.
Installation:
The mod includes a TSLPatcher installer for Windows users. Those on Linux or Mac should replace it with the appropriate HoloPatcher version which will run natively on their OS. Known Issues:
This mod relies on editing the Taris Upper City South module's GIT (tar_m02ac). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility:
Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). Acknowledgements:
Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc. Thanks to Dark Hope for the suggestion to change the bubble VFX.37,610 downloads
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JC's Vision Enhancement for K1
By JCarter426
Summary
Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me.
First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent.
Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision.
Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available.
Installation
Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install:
If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation.
Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
Remove the installed file. Compatibility
This mod is not compatible with any other mods that alter the vision module STUNT_00.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe, with updates by Fair Strides
DeNCS – JdNoa & Dashus
ERFEdit – stoffe, with updates by Fair Strides
K-GFF – tk102
KOTORMax & MDLEdit – bead-v
NWMax – Joco
NWNSSCOMP – Torlack, stoffe, & tk102
and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me.
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Disclaimers
"I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
36,626 downloads
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Improved Grenades
By jc2
JC2 Improved Grenades
The idea has been around for a while, but I haven't seen a mod, other than FairStrides [TSL] Fumble Grenade mod, attempt to edit the effects of grenades.
So by editing the k_sup_grenade.nss, I've reworked the grenades to increase their potency.
Beware! This works both ways!
Demolitions now affects how much damage a grenade can do, the more demolitions a character has the more damage they can cause with a grenade. This was originally GGT89 idea from this thread > http://deadlystream.com/forum/topic/5678-need-help-to-modify-game-mechanics-in-kotor2/?hl=grenade#entry59186
The first option is for vanilla lovers, that only adds demolitions skill as a damage bonus and increases the explosion radius slightly.
Like before, a detailed log of the changes exist inside the folder!
Second option for hardcore enthusiasts, the grenades instantly kill groups of people and are quite lethal!
I recommend only installing this with JediShemL's Super Enhancement Mod or other realistic lightsaber/blaster mods.
INSTALLATION: Copy and paste the k_sup_grenade.ncs file into the override.
You will have to decide which one you want. There are two folders, each with a different version.
It will take effect immediately, and can be removed, at any time, without causing any issues.
Credits:
Special Thanks to Bead-v for the advice on another thread about editing the k_sup_grenade script.
Thanks to FS for teaching me most of the script I know!
As always, this mod may update pending feedback.
Hope you enjoy!
-jc2
36,455 downloads
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Korriban Academy Workbench
By InSidious
A little while ago it struck me - The Dantooine Jedi academy has a workbench,
but the Korriban Academy didn't, which can be very inconvenient. In fact, there
wasn't one on all Korriban.
This mod fixes all that! Now there is a workbench in the little room which leads
to the Valley of the Dark Lords. It's just on the left as you come in.
The only mod conflict that there might be is if someone else's mod modifies Master
Uthar's dialogue.
36,336 downloads
- korriban
- korriban workbench
- (and 8 more)
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Sneak Attack 10 Restoration
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
Release Date: 12.07.2017
Installation:
Double Click the TSLPatcher.exe and let it do its magic
Uninstallation:
When the TSLPatcher installs the mod correctly it generates a backups folder within the Simple Weapons Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the
"feat.2da" to the override folder overriding the Simple Weapons Feat Restoration files
Description:
In Kotor there are 9 sneak attack feats that the scoundrel can get, however, looking into the game files there is a 10nth sneak attack feat that appears to be unused.
It is only available to the scoundrel (Mission and the scoundrel player character) at level 19. Sneak Attack 10 adds 10-60 points of extra damage to attacks when the
target can't respond to the attacker, making it more powerful than sneak attack 9's 9-54 points of extra damage.
Known Bugs:
None known. If you find any report it to me either by commenting it in the release thread of via a PM
Incompatibilities:
Should be compatible with most mods
If you spot an incompatibility please alert me
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission
Thanks:
The entire K1R team for making K1R and restoring most of the cut content
Bioware for such an amazing game
Fred Tetra for Kotor Tool and everyone who downloads the mod.
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
35,486 downloads
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Hidden Bek Control Room Restoration
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
Release Date: 26.08.2016
Release Date 1.1: 10.10.2018
Installation:
Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder
Uninstallation:
Remove or Delete the files from your Star Wars Knights of The Old Republic override folder
Description:
In the Hidden Bek Base, their is a door labelled "Control Room" which cannot be unlocked, unlike the security doors that can be unlocked once you decide to finish a certain quest dark side. I found this annoying as the Control Room's interior is on the module loading screen, what this mod does is restore the Control Room and a small bit of Restored Content. This is less of 'cut content' and more of 'broken content' as I have reason to suspect this door was working on the Xbox version
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
Would be incompatible with anything that edits "tar11_lockdoo001.utd"
Permissions:
Do NOT claim credit for this mod
Thanks:
Bioware for such an amazing game
Fred Tetra for Kotor Tool and everyone who downloads the mod.
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
35,384 downloads
- hidden bek
- swoop gang
- (and 7 more)
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Repeating blaster attacks restoration
By R2-X2
Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.
Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.
Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise.
Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
34,832 downloads
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JC's Security Spikes for K1
By JCarter426
Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1.
The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options.
Option A
Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields).
When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus.
Option B
Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
34,793 downloads
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Control Panel For Kashyyyk Shadowlands Forcefield
This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself.
The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed.
Compatibility:
The K1 Community Patch edits the Upper Shadowlands OnEnter script. Those changes are also incorporated into this mod. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues:
In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements:
Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release34,375 downloads
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JC's Mandalorian Armor for K1
By JCarter426
Summary
This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them.
The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this:
With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following:
Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B.
Installation
Run Mandalorian_Armor_K1.exe. Select which version to install.
a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold).
b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation
Remove the installed files or replace from backups if necessary. Compatibility
This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111.
Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file.
If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property.
Permissions
I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
If you would like to include any part of this mod in anything, then please contact me for permission.
Credits
KOTOR Tool – Fred Tetra
TSLPatcher – stoffe
K-GFF – tk102
KOTORMax – bead-v
NWMax – Joco
tga2tpc – ndix UR
Disclaimers
FOR MANDALORE!!!!!!!
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
34,081 downloads
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Sith Soldier Texture Restoration
While working on the K1CP I discovered that there are actually three different Sith soldier textures. There's the red and the silver that we're all used to, but there's also a white one that is unused. This restores the white texture into the game. You have the option to either make the standard troopers white and the elite/command troopers silver, or vice-versa.
INSTALL: Run the installer and select either Main OR Alternate.
I recommend installing this AFTER the KOTOR 1 Community Patch and JC's Korriban: Back in Black if you use them.
PERMISSION: I give anyone permission to do whatever the heck they want with this, whether or not they give me credit. (Although credit is always nice, y'know?)
33,785 downloads
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bug fix KOTOR Widescreen Fade Fix
By Doiinko
When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue.
To use:
1. Download
2. Move the file from the folder that corresponds to your display resolution into your override folder.
33,737 downloads
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Leviathan Differentiated Dialogue
By Revanator
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION
Leviathan Differentiated Dialogue
by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream)
Description:
The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again.
However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that.
You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched.
Installation: Simply copy the lev40_rodpris2.dlg file into your override folder.
Uninstallation: Delete lev40_rodpris2.dlg from your override folder.
Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary!
Credits:
jc2 for some heavy testing and bug-finding (and the screenshot).
Fred Tetra for KotOR Tool
tk102 for DLGEditor
Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you.
33,571 downloads
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Sherruk - Attacks With Lightsabers
By Shem
Original Review on Filefront:
Remember Sherruk? He was that Mandalorian on Dantooine with all the trophy sabers he bragged about. Yet when you had to fight him he used blasters/swords. I know "civilians" aren't trained to use lightsabers, but that never stopped anybody before! So why didn't Sherruk use those sabers, huh?! UGH!
If you reacted in the above manner when you first played KotOR then you're in luck. Shem brings us a lovely mod that, while simple in concept, adds a new dimension to that part of Dantooine. Sherruk will now attack you with those trophy sabers, just like a good arrogant fool would. Apaprently Shem also didn't think a lightsaber collector would be caught dead with only two lightsabers. Where Grievous had four, Sherruk shows his prowess by having a whopping seven on his mangled body when you're done with him! Check his body for some other surprises that have been included!
~Inyri
32,577 downloads
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[K1] Saber Throw Knockdown Effect
By uwadmin12
Description
This mod adds a climactic Knock Down effect to a lightsaber throw (DC 5 + character level + WIS/CHA modifier against reflex save). Only Adv. Lightsaber Throw can knockdown its primary target; Normal lightsaber throw will NOT have this effect. (Which makes sense, “Advanced” implies more fancy effects)
Installation
Make sure override folder exists at game root directory Run TSLPatcher to install (Not recommended: if you really want to install manually, I’m sure you could figure out the procedure by looking at tslpatchdata/changes.ini file) Compatibility
This mod shouldn’t cause any conflict. (It adds completely new function and modifies an existing line of spells.2da that no normal mod would touch.)
Permissions
Do not claim credit for this mod and do not use assets from this mod without my permission
Special Thanks
Fred Tetra for Kotor Tool Stoffe for TSLPatcher Legal
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
32,483 downloads
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Pretty Good! Icons for KotOR
By ajdrenter
Pretty Good! Icons for KotOR 1.0 by ajdrenter
Description:
This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR.
The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible.
Installation:
Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods.
Credits:
Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons.
Bioware and Lucasarts for all original assets.
Thanks to the whole community for such a wonderful wealth of content over the years.
Usage:
You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets.
32,415 downloads