862 files

  1. [K1] Sith Stalker armor

    Sith Stalker Armor for SW:KotOR
     
    Not so long ago reapper (with my little help) have released his Sith Stalker armor mod. It’s great, but only for TSL. And many people would like to see this armor in K1.
     
    So, this mod will add TFU Sith Stalker armor to the first KotOR game. I didn’t integrated it into storyline, so you’ll have to use cheats to get it. Just type ‘giveitem dm_sith_stlk’ (without quotes) in your console and enjoy.
     
    Credits:
    Shiftee – original model for Jedi Academy
    reapper – model rigging
    UberBlack – texture.
     
    Permissions:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.

    3,524 downloads

       (3 reviews)

    7 comments

    Updated

  2. Classes, Feats, Powers, and Skills Tweak

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
     
    This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher.
     
    Changes
     
    1. Soldier’s Base Skill Points increased from 2 to 4.
    2. Jedi Consular’s Base Skill Points increased from 2 to 6.
    3. Jedi Guardian’s Base Skill Points increased from 2 to 4.
    4. Jedi Sentinel’s Base Skill Points increased from 4 to 8.
    5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20.
    6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20.
    7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20.
    8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20.
    9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20.
    10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20.
    11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20.
    12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20.
    13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class.
    14. T3-M4 (Expert Droid Class) granted 2 extra feats.
    15. Scoundrels gain Treat Injury as a Class Skill.
    16. Protagonist Soldier & Scout gain Persuade as a Class Skill.
    17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up.
    18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).

    7,077 downloads

       (8 reviews)

    2 comments

    Updated

  3. Blaster Pistol Enhancement

    I recently showed off some screenshots of enhanced blaster pistols using Captain Hair's blaster pistol model over on Lucas Forums. The goal of this mod is to finish, in a sense, what Captain Hair started with the blasters and make all blaster pistols in both KotOR 1 and KotOR 2 of high quality. When reskinning for the blasters I attempted to match them as closely as possible to their default icons within the game. Anyway, without Captain Hair this mod wouldn't exist so a big thanks to him.

    6,351 downloads

       (16 reviews)

    9 comments

    Updated

  4. Vanilla Masks Overhaul

    This is basically just a drop in override mod for the vanilla masks of KoToR.
     
    With one exception: Tetas Royal Band Restored By Darth Insidious is required before that one will work. I included it because it is a vanilla mask, but it was hidden in the game files.
     
    All models and textures are overhauled. Some more than others. Even if the model does not look different by much there has been a lot of time and effort put into tweaking the UVs and editing the models to be smoother without adding too many polys.
     
    I wanted to release three of the masks as helmets, however those will be added later in an optional expansion of this mod.
     
    TODO: Fix some things about the textures such as glowing things that should be glowing, and add new replacement icons. If there are any model problems i will gladly fix them and re-up the whole archive.
     
    New file in addition to the main file is the icons for the new masks. Thanks to djh269 for offering to make these icons and send them to me. A huge help.
     
    That leaves trying to figure out some issues with reflection for some of the masks, and maybe a few animations that are supposedly supposed to be on them.
     
    Stay tuned for more great updates in the future!

    7,479 downloads

       (15 reviews)

    21 comments

    Updated

  5. Terminal texture

    Animated terminal texture. When creating, I was guided by the terminal interface. Texture resolution 3072x3072. The resolution in the game is 1024x1024.

    30,473 downloads

       (0 reviews)

    5 comments

    Submitted

  6. Male Head Pack by Inyri Forge

    Uploaded by permission of the author.
     
    Original KotORFiles review:
    "One of the most popular things to mod on this site is changing head selections. Most of the time authors make new skins and have them replace an existing default head. There are even times when two different authors make two different skins and both replace the same head. That's frustrating because you want both options installed in your override folder, yet it's not going to happen unless you know how to do some fancy editing.
     
    Inyri Forge brings us a mod that gives you 10 new head selections that do not replace any of the current default heads in the first Knights of the Old Republic game. Most of the head skins are from past releases that replaced other heads. This is not the case being that this release will make all those new head skins available as separate heads. They even all have their own portraits.
     
    There's a bonus head in this one that hasn't been released by the author. It's a Chiss head skin. The cool part about this head is that the Chiss will have blue arms and legs while in his underwear. The Darth Maul head will have black arms and legs to match the head color. The author's horn pack is included in this release since there is two Zabrak heads in this mod.
     
    The TSL Patcher will install this mod since there are many .2da files that are involved to make this mod happen, the TSL Patcher will make it all compatible with any possible mods you�re using in your personal override folder that have .2da files involved. Enjoy the heads!
     
    Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
     
    -Shem"
     
    Installation Instructions:
    This mod uses the TSLPatcher for installation. Run TSLPatcher.exe and follow the instructions provided.
     
    Description:
    This head pack contains 10 heads -- 9 I have previously released and 1 new head -- and adds all 10 heads to the head selection menu without overwriting any default heads. This pack also includes 3 non-human heads (2 Zabrak heads + horn masks and 1 Chiss head... because apparently everybody loves Chiss).
     
    Comments:
    This mod has, by far, the most complicated TSLPatcher setup I've ever done, and my fingers hurt from copy-pasting. But without the patcher this mod would've been grossly incompatible with so many others... so I still wub it. <3
     
    The included horns are exactly the same as the ones released with my Darth Maul head. Since that head is included, as well as my other Zabrak head, I included the horns as well. Here are the stats for the stuff:
     
    Horns:
    +2 regeneration
     
    Also the spawn names for the items are as follows:
     
    HORN SET 1: giveitem zhorns
    HORN SET 2: giveitem zhorns2
    HORN SET 3: giveitem zhorns3
    DARTH MAUL'S HORNS: giveitem zhorns4
     
    You will need to cheat or use KotOR Savegame Editor (KSE) to get these items for the following reasons. Firstly, they're canonically impossible to find because they won't exist for thousands of years, and so would be out of place if I placed them somewhere within the story. Secondly... I don't think you should be randomly finding someone's lost set of horns out in a lockbox somewhere. That's only a *little* morbid and disgusting to think about.
     
    Bugs:
    None, I hope. The horns actually seem to be positioned right on most of the models. Naturally they'll look a bit out of place on models with hair. I don't really think that's a bug though.

    5,136 downloads

       (9 reviews)

    6 comments

    Submitted

  7. Enhanced Merchants

    Original Review on Filefront:
     
    Well now this is a site for sore eyes, Shem the manager of this wonderful site has submitted to me a great looking mod that he should be very proud of. So have any of you guys lately ever though that maybe kotor was getting a little boring? Well this one will fix that, what is does is it makes 90% of the stores in Kotor 1 better. What I mean by that is they will now give you more useful items for your journey. This mod was inspired by Shem's thought of people who have mastered this game, they know how to get butt loads of credits but they really have nothing to spend them on. So this is where this one comes in.
     
    My personal opinion of this mod is it is great, the idea is really a winner. Making more useful merchants in the game allows for more poeple to actually have what they need when they get stuck between a Dark Jedi and a hard place. So all in all I say this is on of the most well crafted mods that I have seen in a while. So to you Shem great job I think you did a wonderful job! Now to all of the people I have to say download this mod if you want to have an overall better game...and as always...Enjoy!
     
    Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
     
    -SithRevan

    10,081 downloads

       (8 reviews)

    11 comments

    Submitted

  8. Crossguard Lightsabers

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION


     
     
     

    Crossguard Lightsabers



    By Sithspecter


     

    Description:
     
    You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through Knights of the Old Republic wielding crossguard lightsabers as your own! This mod adds crossguard lightsabers complete with animations, plus Kylo Ren's lightsaber, to Knights of the Old Republic.
     
    Each of the regular crossguard lightsabers is completely upgradeable. Kylo Ren's lightsaber is not upgradeable, but features animated blade textures to give it the unstable plasma look as seen the The Force Awakens.
     
    Use:
     
    Due to the unique way that Knights of the Old Republic handles lightsabers, to make the lightsabers upgradeable, this mod adds an emitter item which can be bonded with any of the default lightsaber color crystals in the game. Once you have an emitter and a lightsaber color crystal, talk to T3 who can bond them together to give you the new crystal bonded to the emitter. Simply install the new bonded crystal in a single-bladed regular lightsaber, and you now have a Crossguard Lightsaber! The bonded crystals can also be used in double-bladed or short lightsabers, however, they will still be the default double-bladed and short bladed lightsabers. If you want to remove a crystal from an emitter, talk to T3 once more and he will separate the two item.
     
    You can get crossguard lightsabers in the following locations:
     
    Dantooine: Blue crossguard lightsaber on Nemo's body
    Kashyyyk: Jolee now comes equipped with a violet crossguard lightsaber
    Korriban: Sith lightsaber located in Naga Sadow's tomb has been changed to Kylo Ren's lightsaber, emitter in Marka Ragnos's tomb
    Tatooine: Emitter in Kraayt Dragon cave
    Unknown World: Emitter on The One's body
    Yavin Station: Suvam Tam will sell you 2 emitters (1 in each of his 2nd and 3rd inventory iterations, available after Leviathan)
     
    Cheats:
     
    g_i_crossguard - Emitter which can be bonded with any color crystal in the default game
     
    g_w_lghtsbr09 - Blue crossguard lightsaber (upgradeable)
    g_w_lghtsbr10 - Red crossguard lightsaber (upgradeable)
    g_w_lghtsbr11 - Green crossguard lightsaber (upgradeable)
    g_w_lghtsbr12 - Yellow crossguard lightsaber (upgradeable)
    g_w_lghtsbr13 - Violet crossguard lightsaber (upgradeable)
    g1_w_lghtsbr03 - Heart of the Guardian crossguard lightsaber (upgradeable)
    g1_w_lghtsbr04 - Mantle of the Force crossguard lightsaber (upgradeable)
     
    g_w_kylosaber - Kylo Ren's lightsaber
     
    Installation:
     
    1. Copy all the files in the Override folder of this .zip into your Knights of the Old Republic Override Folder
    2. Profit
     
    INCOMPATIBILITY:
     
    DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS LIKELY INCOMPATIBLE WITH MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD AND OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND REINSTALL THIS MOD.
     
    Bugs:
     
    Due to limitations with current KotOR modding tools, there are a few very minor issues with this mod. The largest issue is that when you enter any module, the crossguard lightsabers will be extended and will not retract after any period of time. If you hit the "flourish" key or unequip and re-equip the crossguard lightsabers, the saber will retract normally until you enter another module. I cannot fix this bug, it is caused by incomplete code in the tools that we have and I do not have the expertise to edit the tool.
     
    Credit:
     
    Thanks to Fair Strides for helping me troubleshoot the animation issues I was having, essentially writing all the required scripts for me, and for letting me make this mod in spite of my policy of only working on Sleheyron.
     
    Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod.
     
    Credit goes to Kainzorus Prime for the Prequel Robe Replacement mod seen in the screenshots.
    You can download it here: http://deadlystream.com/forum/files/file/412-kotor-prequel-robe-replacement/
     
    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.

    3,789 downloads

       (12 reviews)

    22 comments

    Updated

  9. Random HD UI Elements

    Random HD UI Elements
    by Sdub

    Version:
    1.0
    Description:    
    Firstly, While using the HD UI Mod, I noticed there was quite a few things in it that were not HD and looked quite awful. One being the planet icons, and two being the party selection screenshot of the character on the right side.
    I decided to try and at least do something about this.
    For the party selection screen I took screencaps from the the game itself with high resolution textures made by ShiningRedHD's mod on the nexus https://www.nexusmods.com/kotor/mods/1282 
    Then proceeded to upscale them, this is the result. 
    All characters images are from the waist up as best I could, HK47 was especially tricky.
    I did not do  T3M4 as @Dark Hope created one for his HD Astromech Mod that is vastly superior to mine.
    I made one creative decision with:
    I also attempted to do Trask, it looks awful. But He's there, for some reason his texture does not apply correctly on the stats screen. It is like this even in the default image.
    Secondly, I had an idea to make new planet icons, upscaling was not successful, and creating my own looked absolutely awful. So after speaking with @Effix and showing him my trial and errors, it inspired him to create some that he told me to put in this pack with his blessing.
    Installation:    
    Locate the folder of which you want to install and then place files in override folder.
    Uninstallation:    
    Delete files that you placed in your override
    Compatibility:    
    As long as you are you are using @ndix UR 's High resolution menus I do not see you having any problems. I do not know how it would look without it to be honest.
    I made these with 16:9 in mind. I do not know how they will do in other resolutions. Feel free to let me know.
    K1R Compatible:    
    Yes
    Tools Used:
    MS Paint
    GIMP
    Waifu2x
    Big thanks to the KOTOR Modding Discord

    22,192 downloads

       (1 review)

    5 comments

    Updated

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

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

    3,099 downloads

       (4 reviews)

    25 comments

    Updated

  11. Workbench Upgrade Screen Camera Tweak for K1

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons.
    Installation Instructions
    Simply drop the MDL/MDX in your Override folder.
    Known Issues
    Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already.
    Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod.

    26,897 downloads

       (1 review)

    1 comment

    Submitted

  12. Recruitable Maxis

    Recruitable Maxis Mod
     
    Description:
    This mod will add a new character to KotOR called Maxis Lawquane, a merchant you will encounter on Tatooine and eventually add to your party on Yavin. A new game is recommended to get the most out of this mod.
     
    Maxis has a quest just like the rest of your party. As you gain levels, more dialogue will be available with Maxis which will further his quest. I recommend you add Maxis to the party as early as possible so you don't miss out.
     
    You will have the option to train Maxis as a Jedi or a Sith, which will affect his fate at the end of the game.
     
    Access to the Shyrak Caves is required to complete Maxis' story, so don't finish Korriban before you finish Maxis' quest.
     
    Instructions (if you don't want to know what happens in his quest or what to do, don't read this):
    First you meet Maxis in the first module of Tatooine, situated to the left of the Ebon Hawk. There you can buy items from him; activate his sidequest; or, if you really want to, kill him.
     
    Once you activate his quest, go to the Czerka offices and get in to a fight with the Rodian you'll find there. Once you've got the datapad from him, go back to Maxis for a reward. At this point, he leaves Tatooine and you can go and find him on Yavin.
     
    To find him there, talk to Suvam Tan asking where he is. Maxis will appear and you can talk to him a bit more, and convince him to join your journey. He replaces T3-M4, whom you must sell to Suvam Tan in order to recruit Maxis. If you miss T3, don't worry, because he'll remain on the station and you can talk to him there.
     
    After that, you have to level up a bit while talking to Maxis to continue the quest. Once you've finished the dialogue about returning to fight the Trandoshans, go back to Tatooine and you will be ambushed upon leaving the Ebon Hawk. This is a very difficult fight, you face off against 4 Trandoshans and their leader. Luckily, you'll get some custom loot as a reward.
     
    After a couple more interactions, Maxis will stop wanting to speak to you. To complete the quest, you must talk to a Twi'lek found in the Czerka office on Dreshdae. Then you can talk to Maxis, and you will convince him to come with you to the Shyrak Caves to find a holocron.
     
    The Glysh Family:
    In version 1.4 I added the Glysh Family to this mod, and it's been expanded upon in Version 1.5.
     
    The Glysh Family is a subplot that's intended to run through the entire game, but intersects with Maxis' story. Throughout the game you will come across members of the Rodian crime syndicate. In order to help Maxis on Tatooine, you have to kill one of the higher ups of the family, which causes them - and their leader, the mysterious Raika Glysh - to hunt you across the Galaxy.
     
    Installation:
    Just let the TSLPatcher do its thing.
     
    Compatibility:
    I can assure compatibility with K1R. For compatibility with Recruitable Kay, go to the folder labeled Recruitable Kay Compatibility and run the TSLPatcher. DO THIS AFTER INSTALLING BOTH MODS FIRST.
     
    If you encounter or suspect any compatibility issues with any other mods, please PM me on DeadlyStream and I will be more than happy to try and fix it for you.
     
    Bugs:
    Maxis looks a little odd on the level up screen, which I believe is because he replaces T3-M4. It's nothing more than a visual problem, and has no impact on gameplay so I wouldn't worry about it.
     
    If you come across any other bugs or miscellaneous problems please PM me!
     
    Uninstallation:
    Place all the files in the backup folder in to your Override and delete all files from tslpatchdata that are present in the Override.
     
    Special thanks to Fair Strides, Kexikus, Darth Parametric and others on DeadlyStream who helped and answered my many questions for various parts of this mod. Without that help this mod wouldn't exist.
     
    Special thanks to UnusualCharacters for providing voiceovers for Sith Troopers and Carth on the Leviathan.

    1,182 downloads

       (6 reviews)

    58 comments

    Updated

  13. War droid Mark I HD

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

    27,632 downloads

       (3 reviews)

    2 comments

    Submitted

  14. Energy shield damage fix

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

    13,630 downloads

       (9 reviews)

    2 comments

    Updated

  15. KotOR Skills Rebalancing Mod

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

    3,416 downloads

       (5 reviews)

    6 comments

    Updated

  16. Upscaled Computer

    New interface for terminals. Sdub & Effix materials were used. Resolution 2048x2048.
     
    1. Download: Upscaled Computer 
     2. Copy all files to the Knights of the Old republic's Override folder.
     (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
     3. When/if prompted to overwrite files, press okay.
     4. If you like the mod; leave a comment or endorse! (It would be much appreciated)

     

    25,595 downloads

       (0 reviews)

    7 comments

    Submitted

  17. Bodies Stay

    AUTHORS: SpaceAlex and jonathan7
    EMAIL: contact via release thread at www.lucasforums.com- KotOR section
    NAME: Bodies Stay (for K1)
    VERSION: 1.0
    CREDITS: Fred Tetra - a legend.
    FILENAME: Bodies_Stay_K1.zip
    FILE SIZE: Around 1MB Unzipped
    DATE RELEASED: 06/02/2009
     
    DESCRIPTION: This mod stops bodies from fading away. They will only disappear if you leave the module or load a savegame after killing a bunch of enemies.
     
    INSTALLATION INSTRUCTIONS: Just click on “Install Mod” and select a folder in which KOTOR I is installed (not the Override folder).
     
    COMMENTS: This mod most likely requires a good PC to keep the game running smoothly, but since corpses are static objects (means they don't require any processing power), all that you'll probably need is a graphic card that's less than 3 years old.
     
    BUGS: There should be none, but if you happen to run into a corpse that *should* fade away (like the Terantanak) immediately after you "extract" the soul from it but does not, contact either myself or jonathan7.
     
    PERMISSIONS: Give credit to Space Alex and j7 should you wish to use this in a mod
     
    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.

    11,589 downloads

       (8 reviews)

    2 comments

    Submitted

  18. Tomb of Exar Kun by deathdisco

    Uploaded by permission o the author.
     
    "Anyone else remember this mod of deathdisco's? A while ago it was posted on pcgamemods, and like all the others that were it was lost during the crash. Until now, at least! He's (obviously, or you wouldn't be reading this) been kind enough to re-submit it here.
     
    What it adds is, as the name rather implies, Exar Kun's tomb to the game. It's a bit outdated compared to some of today's new area mods, (in that it re-uses an area) but it's still worth exploring. Most of it is a hackfest through the various Dark Jedi guardians (hurrah for more XP), but at the end your character will be confronted by Exar Kun's ghost and have the opportunity for an alignment shift as well as some good loot.
     
    To reach the tomb visit the Yavin space station, and then go back to the Hawk. At that point you'll be presented with an option to travel to Yavin IV, though if you don't have a savegame handy you can always warp to the module directly. (The name being 'ekun'.)
     
    Well, that's that. Enjoy!
     
    -Emperor Devon"
    (Original KotORFiles review.)
     
    This Mod Lets you visit Exar Kun's Tomb
    on Yavin IV, where The ghost of Exar Kun
    will try to seduce you to the darkside.
     
    Installation
     
    Extract all the files in the override folder to your 'Override' directory.
    Extract all the files in the modules folder to your 'modules' directory.
    All source scripts are included in the nss folder.
     
    How-to
     
    Travel to the Yavin spacestation. Upon returning to the Ebon Hawk you
    will be presented with the option to travel to the ruins on Yavin IV.
     
    or
     
    Open console by pressing '~' and type "warp ekun".
     
    Notes
     
    To uninstall simply delete all the files extracted to your
    Override/modules directory.

    7,449 downloads

       (5 reviews)

    5 comments

    Submitted

  19. Genoharadan - Light Side

    Genoharadan - Light Side

    Description:
    One of the more exciting subplots in KotOR was the Genoharadan, a secret guild of assassins that your player could join and hunt multiple targets across the galaxy. Sadly, you couldn't complete this quest without accumulating a whole lot of Dark Side Points - until now.
     

    This mod allows you to spare the lives of Vorn Daasraad, Rulan Prolik, Ithorak Guldar and Lorgal (There's an option to let Zuulan go free in the game already so I've not changed anything there). You'll gain Light Side points for letting them live.
     
    Finally, each of the targets you let live will appear during your final battle with Hulas on Tatooine. There you can, if you really want to, kill all of the Genoharadan Overseers at once.
     
    Installation:
    Run the TSLPatcher and select your KotOR game directory.
     
    Compatibility:
    Incompatible with any mod that alters the Genoharadan quests, characters or dialogs.
     
    Bugs:
    Not really a bug but something worth mentioning; if you kill Rulan Prolik on Tatooine he won't transform in to his true form upon death, he'll just die as he is.
     
    No others bugs I can think of. If you come across any, please let me know.
     
    Sidenotes:
    You will need Force Persuade and a high Persuade skill
     
    I had a lot of trouble trying to work out how to save Rulan
    and the end result is a bit iffy: to do it you have to converse with one of the tachs that isn't him in disguise and kill it pretending it is.

    4,626 downloads

       (8 reviews)

    14 comments

    Updated

  20. Quanons Saberhilt Pack

    Quanons Lightsaber Pack
     
    ================================================================
     
     
    IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.
     
    WARNING: THIS INSTALLER MAY REPLACE ANY FILES OF THE SAME NAME THAT ARE ALREADY PRESENT IN YOUR OVERRIDE FOLDER!
     
     
    ================================================================
     
     
    Description: This mod adds 4 new lightsaber hilts to the Kotor 1 game.
     
     
    ================================================================
     
     
    Directions:
    Use the TSLpacther.exe to easely install this mod or for manual install copy the following files
    from tslpatchdata folder to your Override folder:
     
    Dialogue files:
    - dan14_jon.dlg
    - kas24_jolee_01.dlg
    - tar04_shaleena.dlg
    - tat17_01cust_01.dlg
     
    MDL and MDX files:
    - w_lghtsbr_065.mdl
    - w_lghtsbr_065.mdx
     
    - w_lghtsbr_066.mdl
    - w_lghtsbr_066.mdx
     
    - w_lghtsbr_067.mdl
    - w_lghtsbr_067.mdx
     
    - w_lghtsbr_068.mdl
    - w_lghtsbr_068.mdx
     
    NCS, script files:
    - q_saberpack01.ncs
    - q_saberpack02.ncs
    - q_saberpack03.ncs
    - q_saberpack04.ncs
     
    TGA and TXI files:
    - QSablillyTex.tga/ .txi
    - Var_Sab4Tex.tga/ .txi
    - Var_SabTex01.tga/ .txi
    - Var_SabTex003.tga/ .txi
     
    Icon TGA files:
    - iw_lghtsbr_065.tga
    - iw_lghtsbr_066.tga
    - iw_lghtsbr_067.tga
    - iw_lghtsbr_068.tga
     
    UTI and UTP files:
    - Q_evenstlghtsbr.uti
    - Q_lilylghtsbr.uti
    - Q_rightlghtsbr.uti
    - Q_sceptlghtsbr.uti
     
    - q_backpack.utp
    - q_chewcorpse.utp
    - q_lostpile.utp
    - q_rubblepack.utp
     
    ================================================================
    USING CHEATS:
    When you're not planning to replay the game from the start or your further in and want to use the hilts
    just copy the UTI files, MDL and MDX files, TGA and TXI files to your override.
    Use the following cheats or KSE_333 to get the items:
     
    giveitem q_evenstlghtsbr
    giveitem q-righlghtsbr
    giveitem q_lilylghtsbr
    giveitem q_sceptlghtsbr
     
    ================================================================
    SPOILER LOCATIONS:
     
    Talk to shaleena on Taris to find The Lily of Felucia in a backpack.
    Go out of the camp, through the gate, turn right. Next to big block of concrete you'll
    find the backpack.
     
    When finishing your Jedi training on Dantooine, you're free to explore it's plains.
    Not far out the doors of the academy, you'll meet Jon. Who's upset by the Mandalorians raiders
    killing his daughter. After that brief conversation, follow the left path to the old Rakata Ruins.
     
    On the way you'll encounter a pack of Kath Hounds, between some rocks. Defeat the beasts, look between
    the rocks for a 'chewed up' corpse of a poor Jedi. The Righteous Hand of Mercy is on the body.
     
     
    On Tatooine the dock officer approaches you when you first land on the planet.
    Look at the back of the docking area, left of the Ebon Hawk to find a pile of clothes.
    You just found the The Evenstar of the Blue Dawn.
     
    On Kashyyk when you first meet Jolee; follow him to his hut. After some chit chat with the
    old Jedi, follow the right branch/ path (south west on the map), just after where Jolee is located. Walk to the end, under
    the big branch/ root you'll find some rubble. It contains the Sceptre of Conthu.
     
    ================================================================
    Credits:
     
    All made by Quanon.
    ================================================================
     
    Disclaimer: By downloading and using this mod you agree that we will not be held responsible if anything goes wrong with your computer because of your use of our files. Use our mods and files at your own risk.
     
    ================================================================
     
     
    Star Wars Knights of the Old Republic (KotOR I) and Star Wars Knights of the Old Republic II: The Sith Lords (KotOR II) are copyright © LucasArts, Bioware and Obsidian Entertainment respectively. No copyright infringement is intended by me.
     
    My special thanks to everyone who's made a tool or program that helps out with modding KotOR, especially those found at http://www.starwarsknights.com/tools.php
     
    Questions? Contact any of us at Lucas Forums in this thread: http://www.lucasforums.com/showthread.php?p=2839164#post2839164

    2,929 downloads

       (4 reviews)

    6 comments

    Submitted

  21. canon revan's hair for default's faces

    With this modification you can role-play and make as if your favorite Revan's face would grow hair during his adventure. To use the head models just put the files that you want in your override folder from Kotor 1.
     
    Both sides have been tested by me without any bugs, but I don't know if there may be any conflict in the long run.
    You can also use any custom skin from the default heads with this mod, there is no problem because it uses the PMC04 skin for the hair.
     
    If there is any bug please contact me on lucasforums.
     
    Credits to all the people who have done tutorials on modifying Kotor, thanks to them this conversion was possible.

    2,485 downloads

       (4 reviews)

    2 comments

    Submitted

  22. Bendak Bounty Non Dark Side Option

    Anyone else out there like me, who was always annoyed that even when going after Bendak for the right reasons with a LS character, there was no way to finish the quest without getting DS points? Especially when you could go and kill Selven for the bounty without netting any? Well, be annoyed no more!
     
    This is a small mod that gives you a second approach to the duel. Your character can either be proceeding with the attitude of will happily kill for credits, would have done the death match anyway and the bounty is just some extra cash, which will still net you DS points, or they can proceed with a more LS attitude, of knowing the government put a bounty on Bendak for a good reason, knowing he needs to be stopped, and although they're not thrilled going into an illegal death match that got him his bounty in the first place is the only way to do it, Bendak's leaving them no other choice. The latter approach will not net you LS points, as like with Selven in vanilla, I still didn't think going for a kill for a bounty was quite LS point material, but that approach will not net you DS points either, allowing you to finish the quest without being forced into a DS shift. The dialogue with Bendak hasn't been changed at all, as that dialogue was always more functional than story anyway, and your character has the chance to express their attitude toward the situation in dialogue with Ajuur. The key line is the one that is the point of no return for starting the duel, the options being not ready, the original ready option expanded with a slightly more killing for credit happy attitude which will trigger a DS gain, and the new option which states there being no other choice, which will not get DS points. There is another opportunity both before the fight earlier in the dialogue and after the fight to express how your character feels about the situation.
     
    These were more quickly thought up, spur of the moment kind of lines, so if anyone has any suggestions about specific dialogue that would sound better, or for changing Bendak's dialogue too, I'm taking them
     
    Fully K1R compatible, afaik this dlg file was never modified, on the offchance it was, that was the version used as a base, so like always, install after K1R.
     
    To install just shove the dlg file into Override, to uninstall just take it out again.

    12,900 downloads

       (9 reviews)

    3 comments

    Submitted

  23. Korriban/Manaan Music Fix

    Author:
    Kainzorus Prime
     
    Mod Name:
    Korriban/Manaan Music Fix
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas.
    The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music.
    Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one.
     
    This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music.
     
    2. Installation:
    =========
    Run the patcher and let it do its magic.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    Zbyl2 - Patcher help.
     
    4. DISCLAIMER:
    ===============
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
     
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
     
    Obsidian are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    Author:
    Kainzorus Prime
     
    Mod Name:
    Korriban/Manaan Music Fix
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas.
    The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music.
    Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one.
     
    This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music.
     
    2. Installation:
    =========
    Run the patcher and let it do its magic.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    4. DISCLAIMER:
    ===============
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
     
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
     
    Obsidian are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

    12,660 downloads

       (8 reviews)

    2 comments

    Submitted

  24. Four Force Powers

    This mod adds four new, three-tier Force Powers to KotOR - Rage, Scorch, Revitalise and Floating Lightsabres. 1 is Light Side, 1 is Dark Side, and there are two Universal Force Powers.
     
    You may recognise a few of these names from TSL or Jedi Academy, and that's because I have now recreated them for K1.
     
    Rage: Dark Side power, available at Level 13. Gives the user a bonus of +4 to Strength, +3 to Dexterity,+2 to Constitution for 20 seconds and a 50% speed bonus, while there is also a penalty of -3 to Intelligence, -2 to Wisdom, -1 to Charisma; after that the character's FPs are severely depleted, as are the character's VPs. Further, the penalties to Wisdom/Intelligence/Charisma remain, and the bonuses to Strength, Dexterity and Constitution are now penalties for 10 seconds.
     
    Knight Rage: Dark Side power, available at Level 16. Same as above, but the bonuses have increased to +4 STR, +4 DEX, +3 CON, and the penalty has increased to -4 STR, -3 DEX, -3 CON; the WIS/INT/CHA penalties remain the same.
     
    Master Rage: Dark Side power, available at Level 19. Same as above, but the bonuses have increased to STR +5, DEX +4, CON +4; the penalties remain the same.
     
    Revitalise: Light Side power, available at Level 9. Allows you to restore to life any non-droid party member killed in combat, restoring 10 VPs.
     
    Knight Revitalise: Light Side power, available at Level 12. Same as above, but will restore 20 VPs.
     
    Master Revitalise: Light Side power, available at Level 15. Same as above, but will restore 30 VPs.
     
    Scorch: Universal power, available at Level 9. Projects a spray of flame at the target, causing damage.
     
    Knight Scorch: Universal power, available at Level 12. Same as above, but does twice the damage.
     
    Master Scorch: Universal power, available at Level 15. Same as above Scorch, but does three times the damage.
     
    Floating Lightsabres I: Universal power, available at Level 10. Spawns a single lightsabre, to help you in combat, which lasts for 20 seconds . Without giving too much away, this should remind people who've played TSL of the final battle...These sabres will be a different colour depending on your alignment if you are Light Side – blue for guardians, green for consulars, yellow for sentinels, or red if you are Dark Side.
     
    Floating Lightsabres II: Universal power available at Level 13. Same as above, but spawns two lightsabres, which last for 30 seconds.
     
    Floating Lightsabres III: Universal power available at Level 16. Same as above, but spawns three lightsabres, which last for 40 seconds.
     
     
    Known Bugs:
    -The floating lightsabres have humanoid shadows. Sorry, but this seems to be someting to do with the game engine itself...
    -Some people - those with Radeon graphics cards, in particular - may run into some graphical issues - namely, the lightsabres appearing to have an all-black 'body'. I've tried to get rid of this effect, but have had no luck so far.
    -For some reason, I occasionally have problems with the KotOR Tool .utc editor when I use this mod. This may just be a problem for
    my system, though.

    5,615 downloads

       (8 reviews)

    5 comments

    Submitted

  25. Kylo Ren's Lightsaber

    You've probably seen The Force Awakens at this point, and Kylo Ren's unique lightsaber as well. The saber features crossguard blades that serve a defensive purpose as well as venting extra heat. Now, you can play through KotOR wielding this lightsaber as your own! This mod adds Kylo Ren's lightsaber, complete with animations, to Knights of the Old Republic. It features damage and defense bonuses, but is not upgradeable at this time. I plan to expand this mod to make the saber upgradeable and to add a more unique blade texture.
     
    To get the lightsaber, you can find it when you defeat the Sith Master on Manaan, who will also wield it. Alternatively, you can get it by entering the cheat code: giveitem g_w_kylosaber

    2,995 downloads

       (10 reviews)

    12 comments

    Updated