828 files
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KOTOR 1 Community Patch
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent.
A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file.
List of Contributing Authors (alphabetical):
A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation:
Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first.
N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.
It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Translation:
The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal.
Traduction (Français - Harlockin):
Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude.
Переводы (Русский - olegkuz1997):
Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно.
Compatibility/Known Issues:
K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible.
K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know.
The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/
These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve:
https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues
If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder.
Uninstallation:
Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed.
Permissions:
Due to this mod being a compilation from many different authors, please do not distribute/rehost it.
Acknowledgements:
All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
202,994 downloads
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KotOR 1 Restoration
By ZM90
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» KotOR 1 Restoration 1.2 Read-Me
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NAME: KotOR 1 Restoration 1.2
TYPE: Restoration
VERSION: 1.2
SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes
DATE RELEASED: May 31, 2016
KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/
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» DESCRIPTION
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WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL...
The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored.
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» INTEGRATED MODS
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» RESTORED CONTENT
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» BUG FIXES/CHANGE LOG FOR 1.2
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»» Original game:
»» K1R Bugs:
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» BUG FIXES/CHANGE LOG FOR 1.1
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There weren't too many bugs in KotOR 1, thus there is such a short list.
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» INSTALLATION
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An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.
Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!!
Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed.
Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text.
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»»»» TSL PATCHER INSTALLATION
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1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder.
2) Click the button labeled Install Mod.
3) Click yes to the box that'll pop up... if you wish to proceed with installation.
4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete.
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» BUG REPORTING
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There are 2 ways to report bugs:
1: Post your issues in the Bug Reporting Thread.
2: PM your issues to Fair Strides at Deadlystream.
TO REPORT THROUGH PM
1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ )
2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.
TO REPORT THROUGH THE BUG THREAD:
1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ )
2) Reply quoting and answering all of the questions as they apply to your issue.
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» VOICE ACTOR
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Pazaak Tournament Mandalorians...Zhaboka
Filters for Zaerdra's lines......Zhaboka
Filters for sea floor lines......Zhaboka
Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you.
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» CONTRIBUTORS
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A BIG thanks to all of you!
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» TEAM MEMBERS
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- ZM90, Team Leader
- Mandalore, Team Member
- Jatku, Team Member
- Fallen Guardian, Team Member
- LDR, Team Member
- Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update)
- Malkior, Beta Tester
- LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... )
- GrandmasterArcturus, 1.2 Beta-tester and LPer
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» SPECIAL THANKS
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To the tool creators of the community
~ Kotor Tool.....................A VERY special thanks to Fred Tetra
~ K-GFF GFF Editor/DLGEditor.....tk102
~ Lipsynch Editor................JDNoa
~ DeNCS Script Decompiler........JDNoa
~ AniCAM.........................JDNoa
~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides)
And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1.
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» REDISTRIBUTION
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The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given.
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» LEGAL
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
94,681 downloads
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Yavin Vendor Rebalance
By GearHead
Nerfed some of the items offered by Suvam Tan on the Yavin Space Station, he also buys items from you for less money now.
This mod only work if you haven't visited the Yavin Space Station yet. The mod is also English only.
61 downloads
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Tulak Hord's Mask Fix
By GearHead
Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.)
37 downloads
0 comments
Updated
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Update for my Skin mods
Contain
1. A new version of my Malak redone i used many tools but the base was hand made.
in this file is also a update on the same way of a fiew of my textures mods.
2. Update for my Gadon mod
3. Updated mission face
4. Update of my Zhar mod
5. Update of my Ithorian mod
6. Updated Bastila
You don't need the previous versions of my mods
ON the preview mission have a well made set you can find there but its not in the Pack i propose
(As for my two previous versions)
I REALY THANK Dark Hope to let me use the textures of her great mode
here is the link of her great mode I've only edited the face and the body in my version the base work is hers. Very talented !
22 downloads
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KotOR1 - Improved AI
By GearHead
Improves the AI of KotOR 1.
Changes:
- Companions and most other NPCs use blaster feats (except droids their animations are buggy)
- Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely)
- Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
- NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
- Enemys reactivate shields after 200s
- Some minor bug fixes
- Jedi Support AI reworked
- NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
- NPCs use the highest level of feats and force powers available to them
- The AI now uses feats granted by items
- Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
- Companions now heal every team member properly not just the one controlled by the player (injury check fix)
- Compatibility Patch for Repeating blaster attacks restoration 2.0 by R2-X2
1,565 downloads
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Revamped FX
By olegkuz1997
Revamped FX
MOD AUTHOR: Olegkuz1997
FOR WHICH GAMES: For Star Wars Knights of the Old Republic 1-2
Description:
It's a fairly simple pak retexture of some of the game's (most notable) visuals. Some of them just don't look good, and some of them look downright awkward, which of course is forgiven for the game's seniority. I did it for myself, but who if anyone needs it, take it.
My personal goal was to update the quality of the effects without slipping into tastelessness and to keep them generally true to Bioware beautiful art design. The insides of the mod:
1. Sparks displayed during every combat action in the game look a more colorful (honeyed) and leave a small tracer as opposed to the pale yellow vanilla ones.
2. Lightning, Force Drain, etc. look a bit brighter, but generally with the same shape of the curves and colors (blue for Shock, purplish blue for Storm). Death Field color have been slighly corrected, and the shades are generally more compatible with each other. Also increased resolution of discharges on bodies.
3. Grenade blast marks look similar to the original ones, but with improved resolution and transparency.
4. Smoke became blacker and thicker.
5. Explosions became more decent, but this is just AI upscaling, not new textures. Maybe it's because I almost never use plasma grenades. Also replaced the texture of the droid fire gimmicks. Not perfect, heh, but at least it's not out of place.
6. The texture of the burning bodies became more sympotic thanks to transparency and less like a ridiculous orange shield.
7. The effects of the “fire sword” (Master Power Attack etc) are less intrusive, but the original idea and visual distinction are preserved.
8. Also various little things like blaster bolts, campfire, ice, carbonite etc.
Note:
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In the “Optional” folder there are alternative texture options, namely:
Spell outline without small lightning bolts in a circle, visually cleaner (fx_conjure).
Less intense fire blast texture. Matter of taste. I've been told it's less irritating to the eyes.
Textures of the starry sky and nebulas. Not exactly FX but because why not. That gets rid of the “checkerboard” arrangement of stars and has a deeper black tone.
Opengl32.dll - shader that increases the effect of bloom. Throw it into swkotor folder. All the above screenshots were made using it.
Installation:
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Drop tga and tpc files in your game’s Override folder.
To uninstall:
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Take them out again.
99 downloads
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LTS_EscapePod HD
By Dark Hope
New textures for Escape Pod. Resolution 2048x2048.
To Install
1. Download: LTS_EscapePod HD
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
496 downloads
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Complete Sith Academy [BETA]
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 14.11.2024
Installation:
Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.
Description:
In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms.
In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory.
For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now.
At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1.
The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location.
Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise.
There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod.
Known Bugs:
If you click on the Sith Students on the computers too much, they stop doing their "typing" animations.
This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base.
Thanks to:
Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist!
Obsidian Entertainment: For adding these new rooms to the second game!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher and the Holocron Toolset!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
42 downloads
- complete
- sith academy
- (and 5 more)
0 comments
Updated
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Repeating blaster attacks restoration
By R2-X2
Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.
Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.
Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise.
Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
32,033 downloads
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Academy Attire: K2 Sith Pack for K1 Korriban Academy
By EAF97
Author: EAF97
Description:
Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do).
-There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing.
-Lashowe, Mekel, Shaardan, and other students will wear “low” robes
-Yuthura and other teachers will wear “mid” robes
-Masters (just Uthar) will wear “high” robes.
-Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2
-Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL
-Captives will wear “prisoner” outfits
-Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing
-All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing.
-A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance.
-There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it.
-Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed
-Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426
-Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself
-Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod.
Installation:
Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already.
Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod).
To Uninstall:
Remove the files from your Override folder and add the backup .2da file to it
Credit:
Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod
Recommended Mods to accompany this one:
"Kotor 1 Community Patch" by A Future Pilot:
https://deadlystream.com/files/file/1258-kotor-1-community-patch/
The following mods by JCarter426:
https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/
https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/
"Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric:
https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/
The following mods by N-DReW25:
https://deadlystream.com/files/file/2469-czerka-redux/
https://deadlystream.com/files/file/2310-k1-clothing-pack/
https://deadlystream.com/files/file/1109-sith-stalkers-k1/
The following mods by Dark Hope:
https://deadlystream.com/files/file/2316-sithcom-dh/
https://deadlystream.com/files/file/2164-darth-bandon-hd/
https://deadlystream.com/files/file/2042-sith-soldier-hd/
https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/
"K1 Better Male Twilek Heads" by Ashton Scorpius
https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/
The following mods by Leiluken:
https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/
https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/
Compatibility:
If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod.
If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears.
This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten.
Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work
COPYRIGHT
I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port":
https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/
I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit:
"New Male Caucasian Bearded PC Head" by SHB:
"You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given."
https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head
"Character Overhaul -Redux-" by ShiningRedHD:
"You are allowed to use the assets in this file without permission as long as you credit me"
https://www.nexusmods.com/kotor2/mods/1060
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
29 downloads
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K2 Force Powers for K1
Integrates Force powers from KOTOR II into KOTOR I.
DETAILS
This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I.
Added powers:
• Master Heal
• Force Barrier
• Improved Force Barrier
• Master Force Barrier
• Revitalize
• Improved Revitalize
• Drain Force
• Improved Drain Force
• Master Drain Force
• Force Scream
• Improved Force Scream
• Master Force Scream
I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded:
• Powers restricted to prestige classes - Check out Prestige Powers
• Powers granted to the Exile through the story
• Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection)
• Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power.
• Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot.
• Master Revitalize - Level 21 power in K2, level capped at 20 in K1
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.
The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II.
INSTALLATION
To install, run TSLPatcher.exe (Required)
Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
• spells.2da
• visualeffects.2da
• effecticon.2da
• k_fp_barrier1.ncs
• k_fp_barrier2.ncs
• k_fp_barrier3.ncs
• k_fp_masterheal.ncs
• k_fp_revitalize1.ncs
• k_fp_revitalize2.ncs
• k_fp_scream1.ncs
• k_fp_scream2.ncs
• k_fp_scream3.ncs
• k_fp_drainforce1.ncs
• k_fp_drainforce2.ncs
• k_fp_drainforce3.ncs
• ip_frcbarrier01.tga
• ip_frcbarrier02.tga
• fp_frcebarrier03.tga
• ip_frcscream01.tga
• ip_frcscream02.tga
• ip_frcscream03.tga
• ip_masterheal.tga
• ip_revital01.tga
• ip_revital02.tga
• ip_drainforce01.tga
• ip_drainforce02.tga
• ip_drainforce03.tga
• v_frcscrm1.mdl & .mdx
• v_frcscrm2.mdl & .mdx
• v_frcscrm3.mdl & .mdx
• v_revite.mdl & .mdx
• v_pro_scream.wav
• fx_slash04.tpc
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 AND NOTES
Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment.
While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods.
From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions.
I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II.
PERMISSIONS
Please don’t reupload this without my permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
This mod contains assets from SW: KOTOR II TSL
643 downloads
- k2
- force powers
- (and 1 more)
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[KotOR] Bastila must hide!
By Salk
This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here.
We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy!
[KotOR ] Bastila must hide 1.1.7z
42 downloads
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Effixian's PMHB06 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PMHB06 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mod adds a male playable character; the black man with short dreadlocks from KotOR 2 (PMHB06).
Requested by EAF97.
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PMHB06 from K2 to K1.exe".
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BUGS
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Like with some other head ports, there's a bit more mouth breathing than in K2. I think it's because of supermodel differences, not something I can fix.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pmhb06FX.mdl
pmhb06FX.mdx
PMHB06FX.tga
PMHB06FX.txi
PMHB06FXd.tga
PMHB06FXd1.tga
PMHB06FXd2.tga
PMHB06FXd3.tga
po_PMHB06FX.tga
po_PMHB06FXd.tga
po_PMHB06FXd1.tga
po_PMHB06FXd2.tga
po_PMHB06FXd3.tga
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod will likely result in the later mods no longer being available in the game.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
11 downloads
0 comments
Submitted
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Canderous - voice & body replacement
By hauntorectic
Among some other small changes listed below, the primary goal of this mod is to give Canderous a more Mandalorian vibe by adding a new armoured body type and changing his voice to sound more like other Mandalorians in game.
Changes in game
Installation
Any other used mod should be installed before this one. If you have installed K1 Community Patch v1.10.0 or KotOR 1 Restoration 1.2, then before start this installation, put appropriate files from Compatibility_patches in tslpatchdata folder.
25 downloads
- canderous
- mandalorians
- (and 5 more)
0 comments
Updated
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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
89 downloads
- alignment
- force powers
- (and 5 more)
0 comments
Updated
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Mandalorian Spawn Fix
By GearHead
The Mandalorian ambushers on Lehon (Rakata Prime) now spawn further back so they can properly nuke you with grenades.
12 downloads
0 comments
Submitted
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Corrected Mini Map - Sith Academy
By Thor110
I noticed while running around this map that everything seemed slightly off, while I am still not quite happy with the way it looks, if you run around the edges of the map in-game, it feels better than it did previously.
Might rework it again at some point.
Installation
Drop the file into the override folder
Thor110
20 downloads
0 comments
Updated
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Mandalorians on Lehon Fix
By GearHead
The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal.
14 downloads
0 comments
Submitted
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K1 Loot Overhaul
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.1.3 Beta Release Date: 14.03.2024
Installation:
Please install the K1 Community Patch FIRST before this mod! No exceptions!
Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic.
Description:
The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops.
A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game.
Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants.
This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4").
So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game.
By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor.
And all that's just the tip of the ice burg!
The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards.
This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment.
Known Bugs:
This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.
Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward!
Incompatibilities:
Incompatible with the Enhanced Merchants mod.
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks to:
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
Stoffee: For TSLPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
758 downloads
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Unofficial K1CP Tweak Pack
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.6.1 Release Date: 12.05.2024
Installation:
This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/
Alongside the "Readme.txt" file will be the following folders:
"Override Mods"
"TSLPatcher Mods"
* To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder.
* To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod).
Description:
9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head.
This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature.
Features:
Known Bugs:
This mod shouldn't have bugs but if there is report it on Deadlystream.com
Incompatibilities:
Report further any incompatibilities to me on Deadlystream.com
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod.
Thanks:
A Future Pilot: For kickstarting the K1 Community Patch mod!
DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates!
DarthParametric again: For improving the mod logo on the main download page!
Bioware: For such an amazing game!
Stoffee: For TSLPatcher!
Fred Tetra: For Kotor Tool!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,299 downloads
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Restored Content for K1CP [DEMO]
By N-DReW25
Restored Content for K1CP [DEMO]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.7.0 Demo Release Date: 03.08.2024
Installation:
Please install the K1 Community Patch FIRST before this mod! No exceptions!
Once you click on the INSTALL.exe, you'll be given five options.
Main Mod- This is the installation which installs the RC-K1CP mod.
Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game.
Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins.
Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation.
Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder.
Description:
The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now!
Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod.
This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it.
This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod.
Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different).
If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be!
Known Bugs:
This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks to:
SithRevan (RIP): Beginning the restoration effort for K1!
K1R Team: For developing the original K1R mod!
Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP!
SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely!
A Future Pilot: For kickstarting the K1 Community Patch mod and for making the Sith Soldier Texture Restoration mod and allowing modders to use it freely!
DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates!
DarthParametric, th3w1zard1 and Salk: For valuable feedback!
Sith Holocron: For the mod logo!
ElevenLabs Website: For the custom AI VO service!
Bioware: For such an amazing game
Fred Tetra: For Kotor Tool
Stoffee: For TSLPatcher
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
2,374 downloads
- k1cp
- community patch
- (and 3 more)
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KotOR2 base weapon damage for KotOR1
By GearHead
Changes the base weapon damage to be in line with that of KotOR2.
Standard Lightsaber: Damage: 2-16 ----> 2-20
Double-Bladed Lightsaber: Damage: 2-20 ----> 2-24
Short Lightsaber: Damage: 2-12 ----> 2-16
Blaster Pistol: Damage: 1-6 ----> 1-8
Heavy Blaster: Damage: 1-8 ----> 1-10
Blaster Carbine: Damage: 1-8 ----> 1-10
Critical Treat Range: 19-20 ----> 20-20
Blaster Rifle: Damage: 1-8 ----> 1-12
Repeating Blaster: Damage: 1-8 ----> 2-12
Heavy Repeating Blaster: Damage: 1-10 ----> 2-16
Ion Blaster: Damage: 1-4 ----> 1-6
Criticalical Multiplier: x2 ----> x3
Ion Rifle: Damage: 1-6 ----> 1-10
Critical Multiplier: x2 ----> x3
Disruptor Pistol: Damage: 1-4 ----> 1-6
Critical Treat Range: 20-20 ----> 18-20
Disruptor Rifle: Damage: 1-6 ----> 1-10
Critical Treat Range: 20-20 ----> 18-20
Bowcaster: Critical Multiplier: x2 ----> x3
Sonic Rifle: Damage: 1-6 ----> 1-10
48 downloads
-
K1 Better Clothes
By GearHead
Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
32 downloads
0 comments
Updated
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Czerka miners on Tatooine
By GearHead
On Tatooine, in the Dune Sea there is a Sand Crawler. Right next to it there are Czerka miners in regular clothes. This mod gives them Czerka uniforms.
25 downloads
0 comments
Updated