862 files

  1. 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.
     

    235,244 downloads

       (19 reviews)

    289 comments

    Updated

  2. KotOR 1 Restoration

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » KotOR 1 Restoration 1.2 Read-Me
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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/
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » DESCRIPTION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » INTEGRATED MODS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » RESTORED CONTENT
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG FIXES/CHANGE LOG FOR 1.2
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    »» Original game:

     
     
    »» K1R Bugs:

     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG FIXES/CHANGE LOG FOR 1.1
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    There weren't too many bugs in KotOR 1, thus there is such a short list.
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » INSTALLATION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    »»»» TSL PATCHER INSTALLATION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » BUG REPORTING
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » VOICE ACTOR
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » CONTRIBUTORS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
    A BIG thanks to all of you!
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » TEAM MEMBERS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    - 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
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » SPECIAL THANKS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » REDISTRIBUTION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    » LEGAL
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    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.

    98,383 downloads

       (41 reviews)

    102 comments

    Updated

  3. Ebon Hawk Doors (K1)

    This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II.
    Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it.
    Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected.
    This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply.
    Installation
    Run the included installer and the mod will install itself.
    Bugs
    No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship.
    They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens.
    The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.

    20 downloads

       (0 reviews)

    1 comment

    Updated

  4. KotOR High Resolution Menus

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over.
    Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen.
    This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS.
    The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions:
     
    Installation
    Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder.
    The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version.
     
    Uninstallation
    Remove the GUI files, restore the original backed up version of your swkotor.exe file.
     
    IMPORTANT NOTES:
    This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements.
     
    Thanks
    DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications.
    tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running.
     
    Known Issues
    The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this.  
    Upgrading
    1.4 to 1.5:
    If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading
    1.3 to 1.4:
    If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading
    1.2 to 1.3:
    Copy all the .gui files to your Override/ Upgrading
    1.1 to 1.2:
    Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading
    1.0 to 1.1:
    Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/

    208,642 downloads

       (26 reviews)

    77 comments

    Updated

  5. JC's Darksaber for K1

    Summary
    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic.
    The Darksaber comes with a custom hilt and blade effect.
    The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d8 Universal damage) but the item cannot be upgraded.
    I have integrated the item into the game, but I'll keep the how a surprise. One hint: You will have to complete a side quest that involves Mandalorians.
    If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
     
    Installation
    Extract files from the downloaded archive. Run Darksaber_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR).  
    Uninstallation
    Remove the installed files or replace from backups if necessary.  
    Compatibility
    Compatibility with other lightsaber mods not guaranteed.
    This mod uses lightsaber model variation 255.
    This mod patches the module kas_m25aa in order to place the Darksaber into the game. If you have any compatibility issues with other mods that edit this area, you can cheat the item into the game instead. The Darksaber item is "jc_darksaber".
     
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    NWNSSCOMP – Torlack, stoffe, & tk102
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    WARNING: THERMODYNAMIC LAW VIOLATIONS WILL RESULT IN THE SUMMONING OF MAXWELL'S DEMON. TO BANISH IT, YOU WILL HAVE TO DEFEAT THE ORIGINAL CASTER AND DISMANTLE THE SUMMONING CIRCLE, HIDDEN IN THE DUNGEONS OF LUCASFILM. MAY THE FORCE BE WITH YOU.
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    4,250 downloads

       (8 reviews)

    20 comments

    Updated

  6. JC's Korriban: Back in Black for K1

    Summary
    Almost everybody on Korriban wears the standard bland Sith officer uniform. This mod alters the look of almost everybody on the planet so they're dressed more appropriately. Czerka workers wear Czerka uniforms, Sith troopers wear Sith armor, Dark Jedi wear Dark Jedi robes.
    While I was going through all the files I noticed some other oddities and corrected them – things like missing items or misplaced files. See the change log for a full list of changes.
    Installation
    Note: It is recommended that you uninstall any previous versions of this mod before installing a new version.
    Extract files from the downloaded archive. Run Korriban_Back_in_Black_K1.exe. Select which version to install.
    If you have the KOTOR Community Patch installed, choose the KOTOR Community Patch-Compatible Installation option. Otherwise, choose the Basic Installation option. Click "Install Mod" and select your game directory (default name SWKOTOR). There are additional options for Uthar, Yuthura, and Tariga that you may install after the rest of the mod is installed. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod may be compatible with but will overwrite other mods that alter the appearance or equipment of characters on Korriban. It's safest not to use it with any other mod that alters the same characters.
    Some of the changes will take effect immediately, but for best results you should install this mod before visiting Korriban for the first time in your game.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    DeNCS – JdNoa & Dashus
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
     

    46,976 downloads

       (6 reviews)

    31 comments

    Updated

  7. Manaan Pazaak Tournament

    Main idea
    I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan.
    The mod I made will bring it back into your game, with some additions I took the time to add.
    Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated).
    I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game.
    While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod.
    I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine.
     
    Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options.
     
     
     
    Optional
    I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options.
    1) Compatibility or full mode
    The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan.
    Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk.
    As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you :
    - Full mode : With holograms, if you’re not planning to install many mods that add new placeables.
    - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway.
     
    2) New Loadscreen
    The Pazaak Tournament is compatible with :
              1) adjrenter’s Very nice Loadscreens (See in requirements section for link)
    - Option A : Full version (with holograms)
    - Option B : Compatibility version : without holograms
    These are brand new LoadScreens.
    (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste).
              2) SithSpecter’s HD Loadscreens (See in requirements section for link)
    Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen.
     
    3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION)
    As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder.
    Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc).
     
    4) A brand new crystal from Bogga the Hutt
    I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background.
    If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs.
     
     
    There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language.
     
    Requirements
     
    1) For the Loadscreen options :
    - ajdrenter’s Very nice Loadscreens
    - SithSpecter’s HD Loadscreens
    2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION)
    3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed)
     
    Installation
     
    Compatibility
     
    My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended !
    It will obviously not be compatible with K1R, as it is meant to replace a big part of it.
    Please see option 1 for more information about the only (known) issue you could encounter.
     
    Known issues
    Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue.
     
    Thanks
     
    1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices.
    2) @N-DReW25 for providing me with a working basis by extracting the files from K1R.
    3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his.
    4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens.
    5) @Crazy34 for his amazing new lightsaber blades models.
    6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it.
    7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter)  Loadscreens.
    8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you.
     
    Permissions
     
    If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.

    12 downloads

       (1 review)

    0 comments

    Updated

  8. All Hands on Deck for the Leviathan Prison Break

    This mod makes a number of adjustments to the entire Leviathan jail break sequence:
    Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned.  
    Installation:
    Run INSTALL.exe.
    By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder.
    Compatibility:
    It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first.
    This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead.
    Probably not compatible with K1R. Use at your own risk as no support will be offered.
    Known Issues:
    Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements:
    Thanks to @bead-v for KOTORMax and MDLEdit.
    Thanks to @Cortisol for Holocron Toolset.
    Thanks to @JCarter426 for helping out with some script troubleshooting.

    3,296 downloads

       (3 reviews)

    28 comments

    Updated

  9. Darth Souls

    This mod is a reupload from the mod I first uploaded to Nexus mods. This mod is an essential tool to play the game however you want! 
    This simple mod, allows a very extensive set of difficulty options to be selected when playing Knights of the Old Republic. This does work for Knights of the Old Republic II: The Sith Lords as well! Ranging from Effortless difficulty, where you will take no damage during gameplay, all the way up to Impossible difficulty, where every move counts!
     
    This mod was done to significantly increase or decrease game difficulty options. A full detail of all options are as follows:

    Effortless - "requiring no physical or mental exertion." True to the definition, this makes your kotor experience completely story based. Fight even the toughest of enemies with no armor, and hand to hand combat!

    Very Easy - 1/4 damage taken in game. Makes the game so easy, even a young child would enjoy without frustration.

    Easy - "achieved without great effort; presenting few difficulties." This is the standard Easy difficulty option already present in-game. 1/2 damage from enemies.

    Moderate - "average in amount, intensity, quality, or degree." This setting is slightly easier than the standard normal difficulty, best suited for gamers who have never played dice roller combat before. 3/4 damage from enemies.

    Normal - "conforming to a standard; usual, typical, or expected." This is the default normal difficulty, recommended to start here for basic play as the game is balanced like the way it was intended. 100% damage from enemies.

    Challenging - "testing one's abilities; demanding." This difficulty setting ups the ante in favor for the enemies in the game slightly. Best for first time players of the game but have experience with dice roller combat. 125% damage from enemies

    Difficult - "needing much effort or skill to accomplish, deal with, or understand." This setting is the default max difficulty option, best for experienced players to play at this level. 150% damage from enemies.

    Hard - "requiring a great deal of endurance or effort." This setting is the first one to really shine above normal gameplay capabilities, most players probably feel like the standard Difficult setting is still too easy. This setting will be a refresher for those ample to play harder difficulties without overdemanding scenarios. 200% damage from enemies.

    Very Difficult - Essentially this is double the punishment done by the regular Difficult setting. Best suited for those who want extra challenge and thought processes for the journey. 300% damage from enemies.

    Overpowering - "extremely strong or intense; overwhelming." This is where the game starts really getting Souls-like. Enemies will deliver punishing damage in late game. At times certain fights will make you doubt the possibilities of beating the game like this. 400% damage from enemies.

    Impossible - "not able to occur, exist, or be done." This setting is for those who are Souls masters. Beating the game on this difficulty should be an achievement worth all the points it would take to beat all achievements from most games. Will have you looking like Darth Maul begging Darth Sidious for mercy, "There is no mercy." 500% damage from enemies.

    So as you can see, this simple difficulty mod will cater to practically anyone's tastes. Just make sure to change difficulty prior to starting a new game. The default option will always select the second difficulty option no matter what, which in this case would be the  "Very Easy" option. Let me know what you think of the mod and May the Force be with You!

    126 downloads

       (0 reviews)

    4 comments

    Updated

  10. K1 Ported Alien VO Replacements

    This mod replaces the voice overs used for Nikto, Aqualish, Gran, and Quarren NPCs in KOTOR.
    In KOTOR I, Nikto, Aqualish, Gran, and Quarren NPCs use VOs that are meant for and shared by several other species. KOTOR II fixes this by adding VOs specific to these four species, so I figured hey, why not incorporate them back into the original game?
    The intention of this mod is to provide a stronger sense of immersion and consistency between the two games, while keeping the affected dialogue true to its intended "feel." A bonus side effect is that the aggressive Nikto VOs make the Black Vulkars seem like an actual threat instead of comic relief.
    Installation & Uninstallation
    To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation.
    To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup.
    Compatibility
    Compatibility patches are included for K1CP (Queedle Fix) , KOTOR 1 Restoration, and Kainzorus Prime's K1 NPC Overhaul mod.
    K1R has a Nikto NPC in the Vulkar Base sublevel with Basic (English) VOs. I decided to leave this unaltered since it's restored content.
    Known Issues
    Some of the Nikto and Gran VOs don't have perfectly matching mouth animations, which is because KOTOR II is missing some LIP files. The placeholders I'm using are as close as I could find. These may be replaced in a later version.
    Redros's mouth doesn't move for a couple of lines of dialogue. This bug happens regardless of this mod and only if his appearance is Nikto, so I felt the bug is beyond this mod's scope.
    Please let me know of any other issues you find, or if you come across anything I missed!
    Credits
    Fred Tetra, Kotor Tool
    Fair Strides, KotOR Toolset
    tk102, DLG Editor & K-GFF Editor
    JCarter426, SithCodec
    NickHugi, HoloPatcher
    Disclaimer
    This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement.
    Questions, etc.?
    Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
    If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.

    7,368 downloads

       (2 reviews)

    18 comments

    Updated

  11. Prestige Powers

    Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.
    SUMMARY
    This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.
    In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.
    The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).
    The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.
    Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.
    DETAILS
    ============
    Force Temper
    Level 15 Jedi Guardian
    Cost = 30 FP
    This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.
    This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.
    Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.

    ===============
    Force Camouflage
    Level 15 Jedi Sentinel
    Cost = 0 FP
    This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.
    This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.
    The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.
    You need at least 1 point manually invested in Stealth to enter Stealth Mode.

    Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.
    =============
    Force Influence
    Level 15 Jedi Consular
    Cost = 20 FP
    This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.
    This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.

     
    =============
    This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
    INSTALLATION
    To install, run TSLPatcher.exe and select the main install option.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.
    UNINSTALLATION
    1. Remove the following files from override:
    spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder.
    2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
    3. Move any remaining files in the backup folder to override.
    COMPATIBILITY & OTHER NOTES
    This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:
    k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml
    Known Incompatible Mods
    Alignment Fancy Bits by ebmar
    Content Pack: Feats and Powers by TamerBill
    Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.
    For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.
    Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome.
    PERMISSIONS
    Do not reupload this mod or any contained files anywhere without my expressed permission.
    CREDITS
    offthegridmorty
    Thanks JCarter426 and other folks on Discord for scripting help
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol
    This mod contains assets from SW KOTOR II: TSL

    354 downloads

       (0 reviews)

    2 comments

    Updated

  12. 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. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. 
    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 Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment.
    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

    28 downloads

       (0 reviews)

    8 comments

    Updated

  13. Extra Saber Colors for KOTOR

    I always loved the extra lightsaber colors in TSL and have always wondered if it were possible to add the colors back into K1. I’m sure many of you wondered the same thing, and the answer is a definite “yes.” Five years ago JC released his fantastic Extra Saber Colors for K1 which I used for some time, but unfortunately wasn’t compatible with Crazy34’s new lightsaber blades. I initially didn’t use Crazy34’s new blades, but after trying it I couldn’t uninstall it. The new lightsaber blade system now adds ambient glow to lightsabers as well as fixing a variety of bugs with the models. I requested a compatibility patch for JC’s and Crazy’s mods, but no one fulfilled it so I decided to make a crack at it myself.
     
    I was initially baffled by the new blade system, but with the help of Crazy34’s modder’s resource I was able to figure it out. All I had to do was edit the blade textures and some RGB values in the models. I was very happy with the result. While I was at it I decided to add some additional colors as well.
     
    This mod adds a total of eight new colors to KOTOR: silver, viridian, bronze, magenta, chartreuse, cyan, orange, and indigo. Crazy34’s mod already added the colors from TSL, I just placed the crystals throughout the game. The rest were added by me. The new crystals use recolored variants from TSL. I may add different versions in the future, but I felt these were the most fitting. An optional HD Icons add-on has been included for JackInTheBox’s HD Icons mod. To install, just drop the files from the HD Icons Folder into your Override after the first part of the mod has been installed and overwrite.
     
    The crystals can be found in the following locations:
     
    Note the cyan and orange were edited slightly to make them different from Heart of the Guardian and Mantle of the Force. They are different in color but still very similar.
     
    Incompatibilities:
    Obviously not compatible with JC’s Extra Saber Colors mod. This mod will also likely not be compatible with mods that add extra hilts to the game. Other than that, no other incompatibilities are known.
     
    Crazy34’s mod is required for this mod to function. Make sure you have the “standard” option installed first.
     
    I do not wish this mod to be edited or redistributed without permission m. If you want to use anything, just ask first (the answer will most likely be yes). I just want to know when my work is being used.
     
    Credits:
    Crazy34 for the modder’s resource and awesome tutorial.
    Cortisol and Wizard for HoloPatcher.
    Stoffe for TSLPatcher and ChangeEdit.
    JackInTheBox for the icon mod and open permissions.
     
     
     

    224 downloads

       (0 reviews)

    7 comments

    Updated

  14. Hide Weapons in Cutscenes - K1 Version

    Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version.
     
     
    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Hide Weapons in Animations - K1 version
    ========================================================
     
    Author: Darth Hayze
    PM: Contact me at the Deadly Stream Forums or on ModDB
    Name: Hide Weapons in Animations - K1 version
     
    Filename: hidden_weapons.rar
    Date Released: 9/21/12
     
    1. Description:
    ----------
    This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
     
    Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder.
     
    Run install.exe and click install
     
    Note: a new folder named "backup" will be created during instalation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
     
    3. Uninstall:
    ----------
    The files listed below may have been modified during the installation of this mod:
     
    Within "...SWKotOR2\Override"
     
    animations.2da
     
     
    Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
     
    To uninstall;
    1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
     
    4. Bugs:
    ----------
    I am unaware of any bugs, if installed correctly. Please let me know if you encounter any.
     
     
    6. Distribution Notes:
    ----------
    This mod may not be modified or distributed without the explicit permission of the author, which is me.
     
    7. Thanks:
    ----------
    My thanks go out to modders everywhere
     
     
    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.

    5,179 downloads

       (6 reviews)

    5 comments

    Updated

  15. JC's Jedi Tailor for K1

    Summary
    This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.
    The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.
    I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.
    To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.
    You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.
    Installation
    Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.
    This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.
    This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.
    This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey).
    The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.
    The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
    DeNCS – JdNoa & Dashus
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    LipSynchEditor – JdNoa
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    38,169 downloads

       (2 reviews)

    37 comments

    Updated

  16. [K1] Logan Starr - PC Replacement Soundset

    [K1] Logan Starr - PC Replacement Soundset
     
    AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 14 JUN 2025
    GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.]
     
     
    Description:
    If you’re looking at this file, you’re either a longtime fan of the Loganverse series of KotOR machinima, a new viewer that’s just come from watching the new Convergence crossover trailer or movie on YouTube, or you are very, very confused. If it’s the latter, check this link for a trailer for a quick summary. If you’re Loganverse fan already, read on.
    This mod changes the standard voice for the PC character to Logan Starr’s from the Loganverse movies.
    I asked Kevin Smets to record all of the lines that the PC says.  All of the lines are listed below.
    Those in the know may notice that some of these lines are likely to trigger in the game – those with file names ending in 4.  There’s a reason for that!  In order to spice repeated playthroughs, I figured giving you extra lines which you can rename might be something you may be interested in. In the category the replacement lines are, delete the line you’d like to replace using the list below. Then rename the line with the “4” in it (or the other alternate numbered lines) to whatever you deleted. The categories that have the extra lines are:
    ·         Critical hit achieved. ·         Player has just received medical attention. ·         Player has been poisoned. ·         The party is regrouping. [options 4 or 5] ·         The player character has been selected via the menu. [option 9] ·         Stealth mode activated. ·         The weapon used by player character is either broken or inefficient against an enemy in current attack.  
    This mod is only for Knights of the Old Republic 1.  Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own.  Feel free to make your suggestions on a work around below if you find a suitable one.

    List of lines included with this mod:
    File name                                                        Male                                                                                                    
    Lock Picking: Player is making the attempt unlock the lockbox or door
    p_plyermw_block1                                         Got it.                          
    p_plyermw_block2                                         No problem.                      
    p_plyermw_block3                                         Right.                           
     
    Critical hit achieved.
    p_plyermw_crit1                                             Ha! He’ll feel that for sure!             
    p_plyermw_crit2                                             That hurt, I bet.                       
    p_plyermw_crit3                                             You won’t be getting up from that any time soon!
    p_plyermw_crit4                                             I don’t like your tone.
     
    Mines: Disarming.
    p_plyermw_dmin1                                         That one’s a dud. 
    p_plyermw_dmin2                                         OK, it’s disabled.
    p_plyermw_dmin3                                         Mine disabled.
     
    Lock Picking: Player fails an attempt unlocking a lockbox or a door
    p_plyermw_flock1                                          Damn!                     
    p_plyermw_flock2                                          Didn’t work. 
    p_plyermw_flock3                                          Damn it!
     
    Mines: Arming a Mine.
    p_plyermw_lmin1                                          One surprise trip coming up.
    p_plyermw_lmin2                                          Whoever stands on this will get a nasty shock.
    p_plyermw_lmin3                                          Mine placed.
     
    Player has low health and needs medical attention.
    p_plyermw_low1                                             [groan] I’m in a lot of pain right now.
    p_plyermw_low2                                            I should get help for my wounds.
    p_plyermw_low3                                            [groan] I’m hurt badly.
     
    Player has just received medical attention.
    p_plyermw_med1                                           [sound of relief] This should patch things up.      
    p_plyermw_med2                                          This should help. 
    p_plyermw_med3                                           Thank the maker.
    p_plyermw_med4                                           This feels fantastic.
                      
    Player has been poisoned.
    p_plyermw_pois1                                            [groan] I think something got me sick.           
    p_plyermw_pois2                                            [groan] I think I’ve been poisoned.         
    p_plyermw_pois3                                            [groan] I think something is in my system.
    p_plyermw_pois4                                            [stomach gurgles]
     
    The party is regrouping.
    p_plyermw_rprty1                                         Everyone’s back again!                   
    p_plyermw_rprty2                                         OK, let’s get going.        
    p_plyermw_rprty3                                         Hey, we can get back together now.   
    p_plyermw_rprty4                                         The gang’s back together!
    p_plyermw_rprty5                                         Hey, it’s me! [laughs]                       
     
    The player character has been selected via the menu.
    p_plyermw_slct1                                            Yeah?                           
    p_plyermw_slct2                                              Yes?                          
    p_plyermw_slct3                                              What?        
    p_plyermw_slct4                                            Hmm?   
    p_plyermw_slct5                                            Sure.         
    p_plyermw_slct6                                             You bet.
    p_plyermw_slct7                                             What? [alternate take]
    p_plyermw_slct8                                             Right.
    p_plyermw_slct9                                             Yeah, bub…                           
      
    Lock Picking: Success.
    p_plyermw_slock1                                         Opened. 
    p_plyermw_slock2                                         Got it.
    p_plyermw_slock3                                         Done.
     
    The Main Character is going into solo mode.
    p_plyermw_sprty1                                         I need to go alone for a bit. 
    p_plyermw_sprty2                                         We’ll just separate for a bit.      
    p_plyermw_sprty3                                         Let me go on alone. 
     
    Player is looking for or looking out for something.
    p_plyermw_srch1                                           I won’t miss a thing.           
    p_plyermw_srch2                                           If there’s something there, I’ll find it.     
    p_plyermw_srch3                                           Nothing will get by me.  
    p_plyermw_srch4                                           Nothing gets by me, bub.  
     
    Stealth mode activated.
    p_plyermw_stlh1                                           Not even a whisper.   
    p_plyermw_stlh2                                            I’ll avoid what I can.
    p_plyermw_stlh3                                            Silent and deadly.    
    p_plyermw_stlh4                                            Silent and deadly, bub.    
     
    The weapon used by player character is either broken or inefficient against an enemy in current attack.
    p_plyermw_tia1                                              It’s not doing anything.
    p_plyermw_tia2                                              My weapon isn’t doing anything.
    p_plyermw_tia3                                              I need a better weapon.       
    p_plyermw_tia4                                              This weapon isn’t doing anything.
     
    Installation:
    You'll not be dropping these into your Override folder like my usual mods.  This time you have new steps to follow.
    1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them.  (I personally recommend making a folder on your desktop to put them but you do you!)  Those files will be located in the "Streamsounds" folder. 
    2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder.
    3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there.
     
    Note: If you're using the mod on Steam, this quote may prove helpful.
    “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!”
     
    Uninstall:
    Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder.
     
    Legal Disclaimer:
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either.
     
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me in writing before your use.
     
    Special Thanks:
    Kevin Smets: For recording the lines so his fans can play as his character!  You have seen his movies, right?  Here’s a trailer from Convergence / a link to Convergence, the latest machinima featuring Logan Starr. 
    For the movie poster artwork used in the mod’s pictures, I thank Burning Earth Chris!
    The beta testers:
    Thanks to Untold Prophecy for beta testing this mod.  Having an unbiased beta tester to check this on the PC version game was both helpful and vital.
    Thanks to Malkior for beta testing this on Steam. As I didn’t have a copy of KotOR1 on Steam at the time of creation of this mod, this assistance was vital!
    Both of the beta testers provided feedback particularly on sound levels which helped finalize this project.  (Even if they were kept in the dark on who the person voicing the soundset was!)

    32 downloads

       (0 reviews)

    3 comments

    Submitted

  17. Revan's Hoodless/Maskless Flowing Robes For K1

    This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask.
    Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted.

     

     
    This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here:
    http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/
    Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts.
    How to Obtain:
    The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave:
     

    In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list.
    Notes:
    This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5.
    The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models.
    The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here:
    http://deadlystream.com/forum/files/file/466-revans-jedi-robes/
    Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well.
    Known Issues:
    There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related.
    Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future.
    If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error.
    Acknowledgements:
    Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files.

    9,320 downloads

       (12 reviews)

    83 comments

    Updated

  18. Sleheyron- Story Mode 1.0

    Introducing: Sleheyron Story Mod.

    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.

    This mod contains the following new content: 

    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 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 (A future update will include a 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.

    Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron.

    Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however.

    If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!"

    If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem.

    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:
    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!
     
    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.
    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.
    The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art).
    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 W1z4rd 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!
     
    Voice cast:
    LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition.  
    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!

    222 downloads

       (5 reviews)

    19 comments

    Updated

  19. Yavin Station Hangar

    In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties.  You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan.  I can only assume that the same architect worked on both projects.
    The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance.  By default, the forcefield is invisible.  To change to a visible forcefield, see the INSTALLATION instructions below.
    Aside from adding the new hangar, I have also made a few additional edits to the station:
    - Changed the stars to use a different, less-repetitive vanilla star texture.
    - Fixed some questionable geometry at the main observation window.
    - Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP).  (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.)
    - Added a proper load screen for the station.  (New for version 1.4)
    - Added corridor geometry behind the various locked doors, in place of the original 2D backdrop.  (New for version 1.4)
    IMPORTANT:  To experience the new hangar, you will need a save from before visiting Yavin Station for the first time.
    Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    Run INSTALL.exe, and follow the prompts.  If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped.  If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions.
    By default, the forcefield at the hangar entrance is invisible.  To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield".
    Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors.  If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod is incompatible with other mods that edit the area geometry of Yavin Station.  Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod.  If you are using a reskin of the Ebon Hawk's exterior, see the instructions below.
    This mod is compatible with the Kotor 1 Community Patch (K1CP).  It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues.  For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station.
    If you are using a mod that changes the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install it after this one, and overwrite "load_liv_m99aa.tpc" if prompted.  If the loadscreens use .tga files, you will need to manually delete this mod's version of "load_liv_m99aa.tpc" from Override.
    -------------------------------------------------------------------
    HIGH QUALITY COCKPIT SKYBOXES
    If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar.  After installing the cockpit skyboxes, perform the following steps:
    1. Open the folder "HQ Cockpit Skybox Textures" from this mod.
    2. Copy the TPC files corresponding to the desired quality into your Override folder.
    3. If present, delete the following files from Override:
       - ebo_yab.tga
       - ebo_yaf.tga
       - ebo_yal.tga
       - ebo_yar.tga
       - ebo_yat.tga
    If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked.
    "High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/
    -------------------------------------------------------------------
    EBON HAWK RESKINS
    To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps:
    1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively.
    2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR".
    3. Copy both files into your Override folder.
    4. Delete "yvh_ehawk.tpc" from your Override folder.
    -------------------------------------------------------------------
    CREDITS
    MDLedit and KOTORmax by bead-v
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    DeNCS by JdNoa and Dashus
    K-GFF by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    NormalMap Online by Christian Petry (https://cpetry.github.io/NormalMap-Online/)
    New textures and models were based on existing KOTOR material by Bioware.
    Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/).
    Bump map created following DarthParametric's tutorial here:  https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/
    Special thanks to:
    - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result, as well as for providing feedback on the new corridor extensions for version 1.4.
    - muitafruita for reporting that the Ebon Hawk was missing its venting sound.
    - Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    1.1 - Added an option for a visible forcefield effect
    1.2 - Added particle emitters at the ends of the visible forcefield
    1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar
    1.4 - Created a new texture for the airlock doors
           - Added a new load screen for Yavin Station
           - Added corridor geometry behind the various locked doors
           - Edited airlock door frames to improve seal
           - Revised particle emitter settings and UV mapping for the visible forcefield option
           - Consolidated and rearranged lightmaps
           - Made various minor walkmesh and model improvements
           - Edited module .vis file to optimize performance
           - Added scripting code to prevent party members from being accidentally locked outside the airlock
    1.5 - Reduced the pixelation of the Ebon Hawk's environment map
           - Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them
           - Changed the ceiling beams' environment map to match the hangar space
           - Added a bump map to the ceiling beams
           - Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures
           - Adjusted walkmesh properties over hangar door
           - Adjusted texture UVs for the fins on the shelf at the back of the hangar
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.

    1,593 downloads

       (8 reviews)

    17 comments

    Updated

  20. Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)

    This mod changes the Dark Jedi appearance (male and female) from a skin tight jumpsuit to the TSL Knight robes (ported to K1 by JCarter). The hood and head of the original models have been retained, with the hood being worked into the torso mesh to make it a more natural looking extension of the cloak. Two extra masked head variants have also been added, ported from the TSL Dark Jedi/Assassins. The Dark Jedi you encounter throughout the game have had their appearances diversified between these three versions, along with swapping a few genders here and there. Additionally, the three Dark Jedi masters on the Star Forge have been given unique appearances.
    This mod takes advantage of the port of TSL’s robes added by @JCarter426’s mod “JC's Fashion Line I: Cloaked Jedi Robes for K1”. As such, that mod is a prerequisite. You must at the very least install the supermodels from JC's mod (S_FemaleXX/S_MaleXX), as this mod will not function correctly without those.
     
    Compatibility:
    As mentioned, the mod relies on JC's robes mod. As such, any other mod that alters the supermodels will not be compatible unless based on his supermodels. The mod changes the base vanilla appearances of the four male and one female Dark Jedi. It will not be compatible with any mods that alter those. The mod makes extensive module changes. Make sure that any mods that brute force MOD file installs, like NPC Overhaul or K1R, are installed first. Acknowledgements:
    Thanks to @JCarter426 for making the modder's resource used to make these robes available, for helping out with script edits for the Star Forge Deck 2/3 modules to diversify the random spawns, and tracking down the obscure spawn origin of one particular group Thanks to @Fair Strides for the edited version of TSLPatcher capable of handling duplicate filenames Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource Masks for two of the Masters on the Star Forge ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Thanks to @akimbo73 for pointing out the TSLPatcher issue with the SF Deck 3 module

    6,211 downloads

       (4 reviews)

    32 comments

    Updated

  21. JC's Romance Enhancement: Biromantic Bastila for K1

    Summary
    This mod allows those playing as a female character to romance Bastila, an option available only for male player characters in the original release of the game. The female version of the romance will play out just as the male version, through talking to Bastila as your player gains experience and by choosing certain dialogue options. The romance can also be ended just as the male romance can, by choosing or avoiding certain dialogue options.
    Lines will still vary depending on the player's gender; for example, Bastila will not call a female player a man, nor compare her to any man.
    I have executed this by removing certain lines, or certain parts of lines, that lacked an alternate take for a female player, and in some cases voided the existing female versions in favor of the romance lines. I'm not entirely satisfied with all of these changes - in particular, the male version still has a lot more dialogue, and I don't think that's fair - but my priority was to make everything flow naturally, with minimal editing.
    Also, this should not interfere with the Carth or Juhani romances; you should be able to go through those as well Bastila's if you so desire. The game does not take issue with it.
    The romance system is surprisingly straightforward, compared to later BioWare games. As such, I may consider adding a bit of complexity in future updates.
     
    Installation
    Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). This mod only supports the English language version of the game at this time.
     
    Uninstallation
    Remove the installed files or replace from backups if necessary.  
    Compatibility
    This mod is compatible with my Pan-Galactic Flirting mod.
    This mod patches the following:
    k_hbas_dialog.dlg (Bastila's global dialogue) lev40_saul403.dlg unk44_evilbast.dlg This mod may not be compatible with any other mods that edit those files.
    This mod also installs the following new VO:
    NGLOBEBAST06951_ NGLOBEBAST06952_ NGLOBEBAST06953_ NGLOBEBAST06954_ NM44ACEVIL01901_ This mod will not be compatible with any mods utilizing those names for WAV or LIP files.
    This mod patches the modules lev_m40aa, unk_m44acd, and sta_m45ac and may not be compatible with other mods that affect those areas. TSLPatcher is utilized for better compatibility, but there's never any guarantee. This mod must be installed AFTER any non-TSLPatcher mods that edit those areas.
    This mod includes bug fixes for Bastila's romance scripts on the Unknown World and the Star Forge. You should NOT install another mod to fix these problems, as that would override this mod's changes that remove the gender checks.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    KOTOR Savegame Editor – tk102
    LipSynchEditor – JdNoa
    NWNSSCOMP – Torlack, stoffe, & tk102
    Bug fix reconnaissance courtesy Markus Ramikin's Bastila Romance Scriptfix
    Global variable reconnaissance courtesy Amandalore the Ultimate's save file
     
    Permissions
    Mod
    JC's Romance Enhancement for K1
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic
    Attribution Preference
    "Romance Enhancement by JCarter426" or "uses JC's Romance Enhancement" or some other reasonable phrasing.
    Attribution Only License (AOL)
    * You've got mods! *
    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.
    The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
    (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
    (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.  
    Disclaimers
    THIS GAME MODIFICATION IS NOT SUPPORTED BY OR ROMANTICALLY INVOLVED WITH BASTILA SHAN, <FULLNAME>, LUCASARTS, OR BIOWARE. BIROMANTIC ORIENTATION IS NOT SUPPORTED BY NAND GATES.
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
     

    11,794 downloads

       (4 reviews)

    11 comments

    Updated

  22. Thematic KOTOR Companions

    This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
    Installation
    You must start a new game to experience the full effects of this mod.
    Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation
    During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
    Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Credits
    Design—Sniggles
    Implementation—JCarter426
    KOTOR Tool—Fred Tetra
    TSLPatcher—stoffe & Fair Strides
    ERFEdit—stoffe & Fair Strides
    K-GFF—tk102
    xoreos tools—xoreos team https://xoreos.org/
    License
    This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

     

    2,756 downloads

       (0 reviews)

    3 comments

    Updated

  23. Qarren HD

    This mod will replace and update texture files.
     
    To Install
    1. Download: Qarren HD.rar
    2. Installation required JC's Dense Aliens for K1 1.0 (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/ )
    3. Copy all files to the Knights of the Old republic's Override folder.
    (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
    4. Remove N_QuarrenH01.tpc, N_QarrenB01.tpc. When/if prompted to overwrite files, press okay.
    5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love

    3,267 downloads

       (2 reviews)

    5 comments

    Updated

  24. [KotOR] Swoop Bike Upgrades

    This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion.

    1,313 downloads

       (0 reviews)

    6 comments

    Updated

  25. [K1] Lyn Sekla "Legends"

    This mod presents you an overhauled version of Lyn Sekla; a female Twi'lek who wanted desperately to get off Taris. In 3956 BBY, she heard that Bib Surool was stuck on Taris due to the Sith quarantine, and auditioned for him as a dancer.
     # Background #
    "But if you're ever traveling the galaxy and you see the Starlight Entertainers performing, stop by and ask for Lyn. I'll see if I can get you some free tickets".
    Spoiler-alert!:
    Actually, there's no correlation between the above statement and this texture overhaul, sorry for that lol. This overhaul was started because when surfing through mod's section in DeadlyStream, I saw an amazing Twi'lek's texture by @Dark Hope that leads me to think "Ah, this could be something!", and when I saw the description, DH also seems to wish that the texture could be utilized as a character for a story. So, I made up my mind to use the texture for Lyn Sekla; which I believe she would need a custom-unique appearance upstaging the rest of female Twi'lek's in the planet. The Force works right through me; I have the permission to use the assets from DH, and then the project was started then.
    # About this Mod #
    Significant change to the appearance of Lyn Sekla, using the base texture of "Girl with Ritual Tattoos", a high-quality texture mod created by Dark Hope which later I have them edited to fits this concept of the 'Legends' series of Lyn Sekla. [Updated in v1.0.1] # Final Remarks #
    Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod.
    Hope you enjoy the mod as much as I do!
    Installation: Run the installer [TSLPatcher.exe].
    Uninstallation: Remove n_twilekf001.utc [and the rest of the textures files, if you wish] from the 'Override' folder.
    Compatibility: Will not compatible with mods that changes the value nor conflicted with n_twilekf001.utc. This mod will be compatible with Dark Hope's "Girl with Ritual Tattoos" as this mod use different variation for the textures and the model that will not conflicted with the said mod.
    There is an update from @DarthParametric whom has found one other instance of n_twilekf001.utc in the game which potentially can caused multiple appearance of "Lyn Sekla". So, where the other instance is? The good news is, the mod probably in an OK state now. 🤞
    Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, I would be thankful if you give credits to Dark Hope as the creator of the base texture. Also, a credits to my name is always a welcome, welcome.
    Credits:
    Dark Hope for permission and for the "Girl with Ritual Tattoos" mod. DarthParametric for past-present knowledge, that made it possible for me to create custom NPCs. DarthParametric, again; out of the goodness of his heart looking through every damn module in the game to find one other instance of n_twilekf001.utc which potentially can caused multiple appearance of the texture. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss.                                         -eb

    Preview [Under Development]

    3,933 downloads

       (4 reviews)

    4 comments

    Updated