Mods
1,013 files
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KOTOR 1 Community Patch
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent.
A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file.
List of Contributing Authors (alphabetical):
A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation:
Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first.
N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.
It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Translation:
The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal.
Traduction (Français - Harlockin):
Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude.
Переводы (Русский - olegkuz1997):
Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно.
Compatibility/Known Issues:
K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible.
K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know.
The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/
These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve:
https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues
If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder.
Uninstallation:
Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed.
Permissions:
Due to this mod being a compilation from many different authors, please do not distribute/rehost it.
Acknowledgements:
All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
308,628 downloads
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KotOR 1 Restoration
By ZM90
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» KotOR 1 Restoration 1.2 Read-Me
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NAME: KotOR 1 Restoration 1.2
TYPE: Restoration
VERSION: 1.2
SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes
DATE RELEASED: May 31, 2016
KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/
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» DESCRIPTION
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WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL...
The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored.
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» INTEGRATED MODS
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» RESTORED CONTENT
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» BUG FIXES/CHANGE LOG FOR 1.2
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»» Original game:
»» K1R Bugs:
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» BUG FIXES/CHANGE LOG FOR 1.1
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There weren't too many bugs in KotOR 1, thus there is such a short list.
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» INSTALLATION
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An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.
Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!!
Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed.
Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text.
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»»»» TSL PATCHER INSTALLATION
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1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder.
2) Click the button labeled Install Mod.
3) Click yes to the box that'll pop up... if you wish to proceed with installation.
4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete.
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» BUG REPORTING
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There are 2 ways to report bugs:
1: Post your issues in the Bug Reporting Thread.
2: PM your issues to Fair Strides at Deadlystream.
TO REPORT THROUGH PM
1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ )
2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.
TO REPORT THROUGH THE BUG THREAD:
1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ )
2) Reply quoting and answering all of the questions as they apply to your issue.
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» VOICE ACTOR
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Pazaak Tournament Mandalorians...Zhaboka
Filters for Zaerdra's lines......Zhaboka
Filters for sea floor lines......Zhaboka
Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you.
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» CONTRIBUTORS
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A BIG thanks to all of you!
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» TEAM MEMBERS
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- ZM90, Team Leader
- Mandalore, Team Member
- Jatku, Team Member
- Fallen Guardian, Team Member
- LDR, Team Member
- Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update)
- Malkior, Beta Tester
- LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... )
- GrandmasterArcturus, 1.2 Beta-tester and LPer
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» SPECIAL THANKS
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To the tool creators of the community
~ Kotor Tool.....................A VERY special thanks to Fred Tetra
~ K-GFF GFF Editor/DLGEditor.....tk102
~ Lipsynch Editor................JDNoa
~ DeNCS Script Decompiler........JDNoa
~ AniCAM.........................JDNoa
~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides)
And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1.
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» REDISTRIBUTION
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The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given.
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» LEGAL
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
105,839 downloads
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
By Derslok
K1 Area Map Fixes
High Resolution Area Map & Map Marker Fix
TL;DR
When you play KOTOR 1 at widescreen or high resolution the area map screen is broken: the map sits shrunken in a corner instead of filling its frame. This mod fixes that. It also corrects 250 map note positions that BioWare put in a strange spot in 2003.
It does not change your resolution. It fixes the map after something else has already got the game running at your resolution, so UniWS and KotOR High Resolution Menus have to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not.
Unzip the folder somewhere and double-click Install.bat. It finds the game and reads your resolution out of the exe, so there is nothing to configure. Uninstall.bat puts your original exe back.
Detailed installation instructions are bellow. (next page)
What this fixes At widescreen and high resolutions the area map is drawn at its old size in a corner of the frame. This mod rescales the map to fill the frame, puts all three kinds of marker where they belong (scaling the icons up at very high resolutions so they stay big enough to see), and corrects 250 map notes that BioWare left in the slightly (sometimes majorly) wrong spot.
One thing it fixes that is not its own bug
KotOR High Resolution Menus patcher, the .exe one, leaves the area map shoved off to one side. This patcher checks for it and fixes it, and Uninstall.bat undoes that along with everything else.
Requirements
Required, in this order
1. KOTOR Editable Executable (for Steam only) https://deadlystream.com/files/file/1320-kotor-editable-executable/
Steam ships a locked swkotor.exe that no mod can edit, including the two below. This is an unlocked copy you drop into your game folder.
On GOG, skip this step. GOG's own v1.03 swkotor.exe is already the same unlocked file, byte for byte, apart from 16 bytes of unused header padding. Start at step 2.
2. UniWS https://www.wsgf.org/article/universal-widescreen-uniws-patcher
Makes the game run at your screen resolution. Pick "Star Wars: KOTOR" from the list, choose 1024x768 interface. Choose your game folder, type in resolution of your screen and patch it.
3. KotOR High Resolution Menus (k1hrm) by ndix UR https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/
Redraws all the menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder.
Then this mod, last.
If those links are dead by the time you read this, search DeadlyStream for the mod names. They have all been up for years.
Resolutions support
The maths is checked automatically against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have actually been played:
Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but has not been looked at on a real screen. That includes ultrawide (21:9 and 32:9), because there was no ultrawide monitor here to test on. If you run one, we would genuinely like to hear how it goes, either way. Should be working.
Installation
Install the requirements above first, in that order. Steam needs all three, GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run it from inside the zip; if you try, it stops and tells you to unzip first. Double-click Install.bat. Wait until it says it has finished. It can take a moment to think. That is the whole thing. It finds your game folder on its own and reads the resolution out of the exe, so it never asks you questions.
python "More info\source\install.py" That does exactly what Install.bat does. This route needs Python installed; Install.bat does not. More info\SHA256SUMS.txt lists a checksum for every file in the download if you want to check nothing changed in transit.
Compatibility
Tested and working
KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none of them is a map note, so all 250 note corrections still match. The whole stack was then played at 2560x1600 with K1CP, k1hrm and this mod together, and everything was working. K1 Ultrawide Letterbox Fix. Both install orders were tested, and it has to go before this mod. The other way round its patcher refuses to run and blames your game build, which is misleading, because your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool, and it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if you do it afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly take the 4 GB patch with it. GOG retail v1.03. Played at 3840x2400, area map and HUD minimap both correct. Compatible
3440x1440 Enhanced HUD/UI and Menus. Be aware it is a replacement for k1hrm's own 3440x1440 set, not an addition to it. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centring defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything that does not modify the game exe will probably work. Larger Text Fonts. Works alongside this mod. Be aware it is separately known to break item stack counts on its own; that is not caused by this mod. Works, with one setting turned off
Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition to it: it rescales the same area map at runtime using the same shared constants, so with both live the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed does not mean that particular patch is switched on. Expected to work, not tested
True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so there is no reason for it to conflict, but it has not been tested. The other 45 resolutions. Checked automatically, never seen on a screen. Not tested
No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible
Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use it together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe we will add support for it in the future.
Not supported
4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. Uninstallation
Double-click Uninstall.bat. It puts your original swkotor.exe back, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, it just does not have the map fixes any more.
You can drag your game folder onto Uninstall.bat as well, the same way as with install, which helps if you have two separate KOTOR installs.
Your original exe is copied somewhere safe before anything is changed:
%LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to see it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file. If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup.
If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second.
What the patcher does
It is built to refuse rather than guess.
Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 21 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run.
Technical details
Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets.
A few things worth knowing without reading all of it:
The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files.
Credits
ndix UR for KotOR High Resolution Menus, and for hires_patcher.pl, which the map scaling here is derived from. Required, and not included here. wsgf.org for UniWS. Required, and not included here. LaneDibello for Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently. PyKotor for reading the game's file formats. Everyone at DeadlyStream who documented this engine over the last decade. License
GPL version 3 or later. The full text is in More info\LICENSE.
The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements.
22 downloads
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K1 Modern Driver Compatibility Patch
By Synchro
Turn off grass.
For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky.
This patch fixes that, and quite a lot else.
KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right.
This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them.
If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill.
What you get back
Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Bump lighting on creatures, which the game only ever drew on an NVIDIA card. The wet highlight in a Hutt's eyes is the easiest place to notice it. Requirements
KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs.
It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager.
If you are using the NeoCities modbuilds or the Patch Manager will not accept your swkotor.exe, there is a second standalone version that installs without it. Some mods and tools change the executable itself, a widescreen patch being the common one, and once that has happened the manager stops recognising the file.
The standalone download does not mind. You copy two files into your game folder and start the game however you like. On Linux it needs one extra setting, which the guide inside the download explains. New in 1.2.0, so it has had far less mileage than the managed install: use that one if it works for you.
Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility
Settings, if you ever need them
You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change.
The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other.
Replacement shaders
You can drop your own shader files into override/shaders/, you can create it if it isn't there. The patch will use shaders in there instead of the ones it generates, with no rebuilding and no tools. They are plain text in ARB fragment program assembly, which is what the patch compiles its own into.
It sits under override so a replacement can ship as an ordinary TSLPatcher mod rather than needing its own packaging, and in a subdirectory because these are not game resources. The game ignores them completely: it only looks in override for the file extensions it knows, and has no idea what an .arb file is. Reading them is this patch's job.
For more information on naming, shader inputs, and all of the mode types, take a look at this section of the README: https://codeberg.org/Synchro/kotor-modern-driver-compatibility#replacement-shaders
Tested on
AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases.
If something looks wrong
`logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful.
Thanks
@Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for.
LLM Disclosure
This project made use of an LLM during development, in the following capacities:
Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
145 downloads
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Narve's New Canderous Head
By Narve
This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired.
When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well.
The mod contains four main files:
p_candh.mdl and p_candh.mdx - the model,
P_CandH01.tga and P_CandH01.txi - the texture.
One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod.
How to install:
Unpack and copy files to the Knights of the Old Republic's Override folder.
Note:
This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head.
If anyone asks: the body texture is from this mod by wonderful Dark Hope.
Thanks:
I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model.
2 downloads
(0 reviews)0 comments
Submitted
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I Don't Want to Be a Jedi
Description:
A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game.
It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are.
If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest.
Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc.
The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council.
To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class.
Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor.
If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force.
If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one.
File Index:
dan13_vandar.dlg
dan13_zhar.dlg
A bunch of custom scripts
Installation:
Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder.
Uninstallation:
Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them.
Credits:
Fred Tetra for KotOR Tool
Fair Strides for DLG Editor
Dotalink for the cross-classing as a non-Jedi idea
Bioware for making KotOR in the first place
1,001 downloads
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KOTOR1-Engine-Fixes
By VexFlint
KOTOR 1 engine fixes — grass rendering, two crashes, and game speed
Hey all. I've been poking at swkotor.exe for a while and ended up finding a handful of engine bugs worth sharing. The patches are now merged into the KotOR Patch Manager, so they're available to anyone.
Quick note on me: I'm not a reverse engineering person by trade, I'm a student. Most of this came from trial and error — build a patched exe, play it, watch it break, go back and try again. All the function names I was working from come from Lane's KOTOR 1 reverse engineering project, and without those this would have been impossible.
The grass one
If you've ever turned Grass off in the graphics options because it looked like this — long streaks and beams flying across the sky, especially on Dantooine — that was a bug, not your hardware.
RenderGrassPolys draws grass through one of three code paths depending on what your graphics driver supports. Two of those three hand OpenGL the wrong pointer: instead of the buffer holding the grass blade positions, they pass the address of a field that's never filled in. So the game reads whatever happens to be sitting in memory there and treats it as the coordinates of the grass. Hence the streaks.
The third path — the one used when your driver reports GL_ATI_fragment_shader — does it correctly. That's why this was never widely reported: plenty of setups take the good path and never see a problem. If your machine takes one of the others, grass has been broken for you this whole time. In at least one case it was because KOTOR 1 was running on integrated graphics rather than the dedicated GPU.
Lane confirmed this independently by forcing his own game down the broken path and reproducing it exactly.
There were two more issues in the same function: a memory leak of OpenGL state that broke lighting on things drawn after grass, and a double free of the grass buffer that was corrupting the heap. Both fixed.
The crashes
Two 0xC0000005 crashes, both from the same underlying problem. The renderer keeps three lists sized for exactly 5000 textures and looks things up in them using the ID number the graphics driver assigns. Those numbers keep climbing as you change areas — the driver doesn't reuse them — so after enough loading the game indexes past the end of the list and writes into memory that isn't its own.
More likely on heavily modded installs. Both spots are now bounds-checked.
Worth being clear: this stops the crash, it doesn't raise the 5000 limit. Textures past that point are skipped instead of drawn. A proper fix is possible but needs more work.
Game speed
KOTOR ties simulation speed to framerate, so on a modern machine it runs fast. The engine already contains a frame limiter, but the value that switches it on defaults to zero, so it never runs. Setting it makes the game pace itself using its own code — no driver cap or 60Hz monitor mode needed.
This is also why the post-combat movement freeze gets rarer with a cap. The direct fix for that is J's Post-Combat Movement Fix, separately available in KPM.
How to get it
Through the KotOR Patch Manager (recommended) — three patches, now merged upstream:
Texture Bucket Memory Safety — the two crash fixes Grass Buffer Double Free Grass Rendering Fix KPM injects at runtime, so your executable isn't modified and you can turn individual fixes on and off.
Or a standalone script if you'd rather patch the exe directly — it also includes the frame cap and the 4GB flag, writes a backup first, and has a --revert that restores the original bytes exactly. Link in my signature.
Either way: this needs the KOTOR Editable Executable from here on DeadlyStream if you're on Steam, since the shipped exe is encrypted. GOG's is usually fine already. The script checks and refuses anything it doesn't recognise.
Turn Grass back on once it's applied. That's the point.
Compatibility
No game content is touched, only the executable — so Community Patch, mod builds, texture packs and so on are all unaffected. Widescreen (UniWS) and the HR menu patch are fine too; apply those first and this last.
Tested on the standard PC v1.03 / editable-exe layout with a ~180 mod build (the Spoiler-Free build from the neocities guide) on AMD hardware. Should apply to GOG as well — that build is the same apart from a signature — but I haven't tested it there myself.
Credits
Lane's KOTOR 1 (GoG) reverse engineering work supplied every function name I used. Finding a bug in RenderGrassPolys is only possible once something tells you that's what the function is called. He also reviewed the patches and caught two real mistakes in my first attempt — one of which was silently breaking shadows.
Synchro is working on a much broader fix in the same area, porting the old ATI-specific shader paths to modern ARB equivalents, which fixes cubemaps, bump maps and more besides. Worth watching — it addresses the root of why so much of this game renders oddly on current hardware.
Thanks also to J, Vriff and JC in the OpenKotOR Discord for the testing and the sanity checks.
Happy to answer questions. If you've had grass turned off for years, give it a try.
kotor_patch.py
139 downloads
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ChildM
By Dark Hope
The mod replaces the ChildM model and textures.
To Install
1. Download: ChildM
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.
28 downloads
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PFHC04
By Dark Hope
The mod replaces the PFHC04 model and textures.
To Install
1. Download: PFHC04
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.
73 downloads
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model and skin Juhani - Model and Texture Edits
By servicebutch
Just a personal mod made public after a few requests on reddit. Let me know if you have any issues.
Completely re-textured Juhani's face to unbald her and give her a more cat-like appearance.
Made a few edits to her model in blender to make her chin smaller and flatten her nose to reflect the more feline re-texture.
Install
Drop all three files into your Override folder and enjoy
Uninstall
Just delete the files in Override, shouldn't be any issues.
59 downloads
- model editing
- retexture
- (and 2 more)
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Alignment Affects Force Powers [K1]
Makes it so your alignment affects the potency of Light and Dark Side Force powers.
SUMMARY
The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord.
With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod.
All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers.
For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers.
The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the maximum penalty by 5%. This means with Charisma = 20, the maximum penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment.
To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%.
INSTALLATION
Please read compatibility notes below before installing.
To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods.
If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override).
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY
This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine.
Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe.
Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility.
Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it.
Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter.
I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected.
PERMISSIONS
Do not reupload this mod or any contained files without my expressed permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
6,050 downloads
- difficulty
- force powers
- (and 5 more)
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PMHC04
By Dark Hope
The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes.
Thanks to DarthParametric for consultation.
To Install
1. Download: PMHC04
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.
28 downloads
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Saul Karath Retexture
By Narve
A small mod that improves the textures for Saul Karath.
His model is so low-low-poly that I felt like I was retexturing characters for Pirates of the Caribbean once again.😆
Unpack and copy all files to the Knights of the Old Republic's Override folder.
39 downloads
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ChildF
By Dark Hope
The mod replaces the ChildF model and textures.
To Install
1. Download: ChildF
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.
48 downloads
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Duel Room Final
By aneeryrlue
KOTOR DUEL ROOM 1.0 FINAL RELASE
=======================================================
Aneeryrlue
ARK07
===============
News;
-Help Dialogue at Arenabox
-New funkcion at Arenabox, you can go back to Ebon Hawk
-Detailed Informations at Duelbox from Enemies before you spawn they
-Items rebalanced
-If you copy exptable.2da its like triples the time for level up, cause so easy to level up with this mod.
K1 Duel Room is a fun mod, a new chooseable
gameplay at end of Endar Spire at the pod.
Or on Ebon Hawk speak with T3-M4
Now you can join back to storyline and back.
Description:
=======================================================
It's a training room, a whole new module where is around ~130 chooseable duelers.
You can fight for XP and Credits,
and you can buy at shops items,
you can become a real great dueler.
Prove yourself and beat enemies.
Speak with duelbox and spawn an enemy.
WARNING: There are a lot of very hard enemy so play carefully, save often,
the enemies are strongest from Up to Down in dialogue.
How to get there:
=======================================================
Simple start a new game, at Endar Spire's end speak with Pod and you can choose other way
Or if you left from Taris on Ebon Hawk speak with T3-M4
How to get back:
If you are at Duel Room go to Arenabox then you can use a New Funkcion go back to Ebon Hawk.
NOTE: Don't use this funkcion if you got to DuelRoom from Endar Spire!
Installation:
=======================================================
Extract ZiP file:
Copy goroom.mod to C:..SwKOTOR\Modules\
Copy files from Override Folder to C:..SwKOTOR\Override\
Uninstallation:
=======================================================
Delete C:...SwKOTOR\Modules\goroom.mod
Delete files from C:...SwKOTOR\Override\ folder
---------------
exptable.2da
end_pod.dlg
k_htmd_dialog.dlg
goroom4.ncs
------------------
Compatibility:
=======================================================
This Mod is full compatible with K1R and with Other Mods,
with every mods if you haven't end_pod.dlg in your override folder.
This Mod Builded up to
KOTOR Arena V1.1 by Talchia's Module.
Includes InSidious Extreme Combat Robes and Jedi General Robes.
Includes Rece Elemental Robes
Premission pleased.
So much thanks for Fair Strides,
helped out in scripting and much more.
2,285 downloads
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expansion Sleheyron- Story Mode and Battle Arena
By SAO1138
Introducing: Sleheyron Story Mode... A brand new planet expansion to add to your next KOTOR play-through: Sleheyron!
Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR.
I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo!
This new mod is my first ever mod project, and I’m quite excited to share it with you. Sleheyron will feature:
1: A roughly 5 hours long story, voice-acted (no AI voices either).
2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!).
3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!)
4: New weapons and armor.
5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics.
The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting.
If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it.
First the the K1CP, then the Sleheyron first main two folders, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron). Alternatively, the order K1CP -> RC-K1CP -> Sleheyron works also works. There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last.
The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too!
Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like.
Some acknowledgements!
Modders:
Of all the people I need to thank, there are two above all others:
First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there!
And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really!
Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use.
DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?).
SithHolocron, who early on helped teach me how to retexture modules.
ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies, as well as helping out in getting a Sullustan model from KOTOR 2 to work on Sleheyron, and a glowing goo pile model... and really so much more, really!
GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron!
JC for just answering so many of my questions through the entire modding process.
Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions!
Testers:
Mikael, the absolute most enthusiastic alpha tester anyone could ask for.
StellarExile, who helped me out with learning how to use the patcher.
MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice).
Tool Developers:
Cortisol and Th3W1zard1 designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too.
Voice cast:
LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens).
Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt).
C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!"
PuckShadows for his Sith Lt. Savage.
Juice Phanta for a pitch-perfect protocol droid.
Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with.
Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!)
Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina.
Companies:
Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much.
NexusMods and Deadly Stream for being the places to discuss and host mods.
Discord for enabling communication that made this mod a collaborative effort.
Final Dedications:
My wife, who tolerated me spending nearly six months isolated to make this.
To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me)
My apologies if I missed anyone else; but I appreciate all of your hard work!
I hope you all enjoy Sleheyron: Story Mode! ... Updates for 3.1! NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever?
INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career!
An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District.
BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made!
NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you.
NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too!
NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures and high-quality textures! I promised I'd finally get them released!
And probably more that I am forgetting!
And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out!
Updates for 3.3:
New textures and shadows for the Malron District! If you're looking to make your KOTOR game look a bit more modern, try out these optional high-quality models and textures. But just note: This will be MUCH more demanding on your game. Some PCs will not be able to process the new files and will crash. For that reason, these files are in an optional folder.
A little more variety to the civilians of the Malron District.
Some minor bug fixes, such as rogue placeable assets appearing in the Malron District above building entrances.
But VERY IMPORTANTLY: I have had it reported twice that some NPCs in this mod are having their Appearances replaced with the wrong models! As of yet, I cannot find the cause for this error. But if you run into this problem, please contact me on Discord so I can try to understand the root causes of this issue! So far it seems to be a mod incompatibility issue, but I don't yet know which mod (or mods) are causing it.
Known bug: If you use the "Optional AI Textures" files, it will accidentally break a module visited during the main story. To fix this, simply delete the files from your game's Override folder: m31aa_00a.mdl, m31aa_00a.mdx, and m31aa_00a.wok, and then reload a save prior to visiting that broken module. In a later update I will just delete these files from the optional folder.
3.3.1: Bug fixes for some audio on some background aliens, as well as the Malron District shadows, are attached. These will be implemented into a larger patch as I get more feedback on things to fix.
Audio Patch.zip
High Detail Modules Patch (Put all these files into Override).zip
2,643 downloads
- expanded universe
- sleheyron
- (and 1 more)
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Backstroke of the Old Republic
By JCarter426
This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
385 downloads
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Dexterity Adds Ranged Damage
By Atlas_Kotor
Description
In vanilla Knights of the Old Republic Strength adds damage with melee weapons but Dexterity adds no damage with ranged weapons, meaning that ranged weapons fall off very quickly and ranged weapon builds are very weak.
This mod patches swkotor.exe so that ranged weapons use your Dexterity modifier for bonus damage the same way melee uses Strength.
The change is engine-wide, so it applies to the player, party members, and all NPCs.
This was made by reverse engineering the game's code.
Installation instructions
Extract the prepatched swkotor.exe to your /swkotor/ folder and replace it
Use this mod however you want, you don't need any permissions from me.
46 downloads
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Sith Soldiers Recolored
By dodrarikaan
Sith Soldiers Recolored
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SithSoldiersRecolored
A Future Pilot released a mod a while back called "Sith Soldier Texture Restoration" that restores the white Sith soldier armor texture. The Wookieepedia article on Sith Troopers lists several types of Sith soldiers that have different armor colors. I like the idea of the Sith soldiers having color-coded armor, so I went through and recolored them based on the article and my own personal preferences.
1) Regular troopers wear silver armor
2) Elite Troopers wear red armor
3) Heavy Troopers wear white armor
4) Grenadiers wear black armor
5) Advanced Troopers wear gold armor (yes, this is a SWTOR reference)
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify all of the Sith Soldier entries in the Appearance 2DA, as well as several Sith troopers throughout the game. Any mods that modify the same may not be compatible.
Special Thanks
Fred Tetra - Kotor Tool
Stoffe - TSLPatcher
A Future Pilot - Sith Soldier Texture Restoration
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
11 downloads
(0 reviews)0 comments
Submitted
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Bandon Robes
By dodrarikaan
Bandon Robes
Game: KOTOR 1
Author: Dodrari Kaan
Version: 1.0.0
GitHub: https://github.com/danielstegink/Kotor.BandonRobes
It annoyed me that Darth Bandon and the Sith Masters have cool armor that we cannot have, especially since Bandon drops a named armor set.
Now, the 2DA constraints mean there is no way to get the "Bandon" style armor without losing another type of armor in the game. So, I changed Bandon and the Sith Masters to wear regular robes with a custom texture that imitates their original armors. It deserves to be noted that because he is still an apprentice, the Sith Governor on Taris doesn't have the armor equipped.
The Sith Master "armor" is slightly more powerful than normal Jedi Master robes, and can be acquired from the Sith Master in the Rakata Temple. Darth Bandon's named armor set is now a set of Jedi Robes with the same bonuses as his original armor, and includes upgrade capability.
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify Darth Bandon and Sith Master files throughout the game. It also modifies the player and companion entries in the Appearance 2DA. Any mods that modify the same may not be compatible.
This mod adds item texture variations which may overlap with texture variations added by other mods
Jedi Master Robe - Texture Variations 20, 21
Special Thanks
Fred Tetra for the Kotor Tool
Stoffe for TSLPatcher
Gimp for being an awesome graphics editor
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
5 downloads
(0 reviews)0 comments
Submitted
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Sith Artifacts
By dodrarikaan
Sith Artifacts
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SithArtifacts
Due to expansions in the lore, many of the Sith artifacts don't feel consistent with their namesakes. This mod makes the following changes so the named artifacts on Korriban feel more appropriate for their background:
Ajunta Pall's Blade is described as dark and corrupting. Now, it deals Dark Side damage instead of Fire damage.
Marka Ragnos was described as both an expert duelist and a master of the Force. Instead of giving the Lightsaber Specialization feat, his gauntlets now regenerate Force Points.
Tulak Hord was a master of lightsaber combat, and his mask is described as having an eerie glow. Instead of giving bonuses to Stealth and Fire resistance, his mask now gives the Lightsaber Proficiency feat and a bonus to Charisma. Additionally, its appearance will now match the Sith Mask instead of the Circlet of Saresh.
Naga Sadow was a master of casting illusions with the Force. In exchange for dealing reduced poison damage, his Poison Blade now has a small chance to stun enemies.
Instructions
If you are using ebmar's Ajunta Pall Blade Reskin mod, or The_Chaser_One's Tulak Hord Mask mod, install those first.
Copy the contents of the For Override folder into the Override folder.
If you have ebmar's mod installed, copy the contents of the "For Override - Ajunta Pall's Blade" folder into the Override folder.
If you have The_Chaser_One's mod installed, copy the contents of the "For Override - Tulak Hord's Mask" folder into the Override folder.
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra for the Kotor Tool
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
19 downloads
(0 reviews)0 comments
Submitted
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Saul's Pistol
By dodrarikaan
Saul's Pistol
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SaulPistol
Gives Saul's Sith Assassin Pistol its own unique name and flavor text to help distinguish it from the regular version.
Instructions
Copy the contents of the For Override folder into the Override folder. See Localizations for instructions on supported languages.
Localizations
German: "For Override - Deutsch"
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra - Kotor Tool
tk102 - Language Converter for KotOR/TSL
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
14 downloads
(0 reviews)0 comments
Updated
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Kotor 1 UI and Icon Upscale for Nintendo Switch
By VeSeeker
In the image above, the 9 equip slots are in the wrong spot, so the top one is the modded version, and the bottom is the original.
Replaces a bunch of item icons with their Kotor 2 version (full list below), as well as upscales some UI elements for the Nintendo Switch version of the game. This mod doesn't touch anything that ajdrenter's Pretty Good! Icons mod does. The screenshot above is just an example of some of the upscaled icons and elements. I think the Kotor 2 versions of the icons are a huge improvement. A lot of the UI changes are pretty minor, but I still prefer it over vanilla.
I made a full guide for modding Kotor 1 on the Switch, based off of the neocities guide. Check it out here if you want.
Installaion:
Put the .tpc files in each of the 2 folders in atmosphere/contents/0100854015868000/romfs/override/Textures.
Kotor 2 icon list:
Stims:
ii_Adrnaline_001 - 006
ii_CmbtShot_001 - 003
Credits:
ii_credits_001 - 014
Datapads:
ii_datapad_001-015
Repair kits:
ii_DrdRepEqp_001 - 003
Idk what this is:
ii_DrdSecSpk_001
Keys:
ii_key_001 - 015
Medpacks:
ii_MedEqpmnt_001 - 005
Weapon upgrades & Miscellaneous:
ip_pltuseitm_001 - 010
ip_pltuseitm_012 - 024
ip_pltuseitm_026 - 068
Spikes and parts:
ii_ProgSpike_001 - 002
ii_SecSpike_001 - 002
Lightsaber crystals:
iw_SbrCrstl_001 - 021
Mines:
ii_TrapKit_001 - 004
Armor upgrades:
ii_upgrade_228 renamed ip_pltuseitm_069
ii_upgrade_247 renamed ip_pltuseitm_070
5 downloads
(0 reviews)0 comments
Updated
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Nemo's Timely Departure
Despawns Nemo once you cleanse the grove.
DESCRIPTION
After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already a Jedi to investigate and fear the worst since he hasn’t returned.
This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins.
This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove.
INSTALLATION
Move the file from “to override” to your override folder.
UNINSTALLATION
Remove k_pdan_14a_area.ncs from your override folder.
COMPATIBILITY
Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from.
Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any.
PERMISSIONS
You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP.
CREDITS
offthegridmorty
JC, DarthParametric - K1CP source script for k_pdan_14a_area
40 downloads
(0 reviews)0 comments
Submitted
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Count Dooku's Lightsaber
By EwokKotor
A Massive thanks and credit for the hilt's source model, and the permission to use it in this mod goes to mrpanini.yt
Check out their original work at https://sketchfab.com/3d-models/count-dooku-lightsaber-c82238e050de49ab93e25276c3c83d20 and make sure to show them some love!
Also as always a big thanks to Crazy34 for making their lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. I simply cannot play this game without the ambient lighting he innovated for sabers!
Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/
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This Mod adds Count Dooku's actual lightsaber emitter as seen in the movies! It contains a red and blue version as Dooku did use both over the years.
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To Install:
1: Drop the files from either or both folders (excluding upcrystals.2da) into your override folder.
2: If you already have an upcrystals.2da file in your override, simply add the last two rows of the included upcrystals.2da into your upcrystals.2da.
-If you don't already have an upcrystals.2da file in your override just copy the included one to your override.
To Uninstall:
Delete files from override.
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To use:
Enter the cheat menu (~) and type: giveitem g_w_lghtsbr43 or g_w_lghtsbr44.
OR Use KSE/ modules / scripting to add the lightsabers to the game.
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This mod should be compatible with any mod that doesn't already have custom entries for w_lghtsbr043 or w_lghtsbr044. Including:
Crazy34's new lighsaber blade model k1,
Marius Fett's Movie Style Replacement Lightsaber Hilts (K1),
and all of my other lightsaber mods.
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Permissions:
As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit!
6 downloads
(0 reviews)0 comments
Submitted
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File Reviews
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RaymanGT 8
Thanks, this made testing out all the different GUIs like Pazaak for my KOTOR Modern Restoration Patch (KMPR) easy
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AT LAST SOMEONE HAS DONE IT, AND IT WORKS! Thanks so much man, this was the missing piece of K1 high resolution.
As a modder myself I've noticed something weird with custom maps (not the vanilla ones), for example the Sith academy on Korriban with the restored rooms. It seems like the map appears inconsistently relative to the character's location. You can see on this picture that even after moving from the waypoint to the current location, the map is still non-existent. It isn't a big issue as if you wait a little the map appears almost correctly, but I thought it was worth mentioning in case you'd care enough to try and fix it.
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The best Juhani reskin out there easily 5/5
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There’s now a good selection of Juhani reskins and remodels, and I have to say that this one is the best so far.
However, I do have one criticism regarding the texture. It lacks detail. While this works fine if you’re playing Kotor with vanilla textures, it looks too flat next to all the HD skins.
A more refined texture—one that shows the individual hairs in the fur or something similar—would earn 5 stars from me.
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muahwii 0
this is nice but break immersion as he drops his battle armor on death and he docent wear it with this mod
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Words cannot describe how excited I was to see this mod. I'd been trying to made some HD twi'lek heads, and then this was posted like the answer to a prayer. No issues installing, and everything is running well in-game! The heads look great.
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Beautiful, thank you Lily
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J 154
Amazing detail! Must Have
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AxConsortium 71
This is the definitive map mod for TSL! You don't realize how much of a pain the low-res vanilla maps are until you find a good replacement for them. Each map here is done with tremendous quality and is very pleasant to look at. Especially in the smaller locations, like cantinas, you can clearly see all the details in each room. Honestly impressive.
The bigger exterior locations get detailed backgrounds (Onderon's maps with outlined city streets are my favorites!), which completes the look just right. Thank you so much for your work!
Edited by AxConsortium-
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Saul0097 16
I'm having a strange issue where I can see the mod's logo in a reflection on iziz.
edit: the mistake was on my end and not caused by this mod.
Edited by Saul0097 -
Great, it helped me so many times with bugs i have or with testing things. It was also pretty fun using it risking that the game crashes XD.
But to be serious its really helpfull
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The mod is all great but it has bad StreamVoices, what i mean is that it can't work on normal Version of kotor but on legacy version, and on newer PC, the legacy version isn't working so you need to have MP3 voices but gladly there is steamworkshop version that have working Voices so if you would install from deadlystream except streamvoices and install from workshop, you have working game,
The fights are very easy even in hard mode, there are some places that are buggy like the companion can see enemy from wall and you need to something do with StreamVoices do let it work.
If you want have Kotor 3 than its Very recoomended to play this mod and sometimes it can make you just dissapointed, like there are sometimes nonsense things here, Waring spoilers: Like Exile ignoring that there is Revan literally In the same ship and almost in the same room.
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Grimy. The Force approves.
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Very good!
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