798 files

  1. KOTOT1 Gameplay and Immersion Rebalancing

    KOTOR1 Gameplay and Immersion Rebalancing
    By: NecroAvalon

    Full details in the ReadMe file.

    414 downloads

       (0 reviews)

    3 comments

    Submitted

  2. K1 Light Mobile UI

    K1 Light Mobile UI (any language)
    Hello there.
    Never liked Aspyr UI (KotOR/TSL/Jade Empire) on mobile. Too big for small display. With unnecessary elements. So i made some improvements.
    -Dialogue/Cutscenes
    -blue letterbox lines removed
    -subtle undershadow for subtitles
    -subtle dialogue choices undershadow
    -new "dialogue choices select" texture (same undershadow but bigger)
    -dialogue choices frame window and its elements completely removed
    -annoying flashing cross-piece thingy in every dialogue was utterly and violently destroyed
    -HUD
    -removed undershadow from portraits, items, minimap and settings/save elements
    -clean/subtle outline for minimap
    -added 50% transparency to items/action/combat action buttons
    -removed undershadow from items/action/combat action select button
    -items/action/combat action select button was changed to a small circle
    -changed outline for combat action pop-up element to match the rest HUD elements
    -added 50% transparency to combat action pop-up element
    -Install
    unpack and copy *.tga files to android/data/com.aspyr.swkotor/files/override
    -Uninstall
    delete previously copied files
    Compatible with  pretty much every mod.
    ======================================
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    ======================================
    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.

    648 downloads

       (0 reviews)

    0 comments

    Updated

  3. Animated Placeables Pack (KotOR 1)

    INTRODUCTION
    Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them.
    The pack is not complete yet and do not cover all the things you can find along KotOR. That means that in the future I could make bigger the pack adding new elements or new improvements.
    -------------------------------------------------------
    NOTE ABOUT THIS MOD
    If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad.
    -------------------------------------------------------
    The elements included are:
    MISCELLANY
    - Computer Panel (on floor)(Improved over 0.9.0 version) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time)
    - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable.
    - Computer Panel (wall)(Improved over 0.9.0 version) 
    The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one.
    - Desk
    - Workbenches
              - Orange (Improved over 0.9.0 version)
              - (NEW) Blue
    - Foot locker (Now animated)
    -  Locker (Now animated)
    ENDAR SPIRE
    - Broken Door (Improved over 0.9.0 version)
    - (NEW) Normal Door
    - (NEW) Buton Panels and Screens
    TARIS (NEW)
    - Doors
               - Apartments, Upper Taris
               - Upper City, Hidden Bek Base
               - Entry Sith Military Base
               - Sewers
               - Vulkar Base
               - Sith Base
               - Davick's State
    - Kiosk
    - Wall Panels and Screens
    - Shop Sign
    - Kolto Tank
    - Monitor Screens (around Taris)
    - Vulkar Base Panels
    - Sith Military Base
              - Screen Monitors
              - Red Light
              - Panels and Buton
    - Crate
    DANTOOINE (NEW)
    - Doors
               - Jedi Enclave
               - Matale & Sandrale Exterior
               - Sandrale State, inside
    - Sandrale State
              - Small Screens
    YAVIN (NEW)
    - Circular Door
    - Main Panel, Lights and Screens
    -------------------------------------------------------
    INSTALLATION
    Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your  'KotOR\Override' folder.
    The files of the "After and Before" folders are not needed, they're only for to show the results.
    UNINSTALL
    Simply remove the files from your Override folder.
    -------------------------------------------------------
    BUGS
    If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment.
    The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs).
    If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap.
    This is not really a bug but KotOR has its own way for to show images and textures. I've noticed that most of times just cut, invert, compress, wide, tight the same images (files), I guess for get more variety without too much work, this can result in some weird -or not too much fine- vision of some elements. It's very dificult -if not impossible- find a balance for get a fine vision of all the images in all the places that are located/used and is very noticeable when is used any text. I hope not everybody knows read aurebesh...
    ------------------------------------------------------
    PERMISSIONS
    It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself.
    If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about.
    ------------------------------------------------------
    THANKS
    To Deadly Stream
    ------------------------------------------------------
    LEGAL
    This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.
    -------------------------------------------------------
    FINAL NOTE
    Made with love and funny to do it. Enjoy it!!

    711 downloads

       (3 reviews)

    9 comments

    Updated

  4. Expanded Build Customization

    Mahalo for downloading my mod!  Hope you use it to make some wild builds in the game.
    I made this mod because I personally really enjoy optimizing builds, and with K1 you often end up having some "dead" feats.  jonathan7's mod, while doing the job, also felt like it was very incomplete since the player could miss feats if, for whatever reason, they decided to auto-level - and I also didn't like his Persuade change that came with the mod.  Between those 2 things, I decided to make a more feature-complete mod that aims to do the following:
    Expand character build customization at both character generation and when becoming a Jedi Have auto-level lists not "forget" feats to compensate for the increased amount of feats Optimize auto-level lists mostly for companions to not have completely garbage builds, but still retain their "vanilla" build in some capacity while allowing a more smooth transition into a Jedi for players who wish to auto-level Fix T3's auto-level list (he would miss feats after a certain level if you kept him on auto-level) You got 3 flavors of the mod:
    1) Vanilla Friendly is the one I would recommend for first-timers or for those looking for a "Vanilla+" experience.  This removes the 2 attack feats from each of the non-Jedi classes and gives the player 3 feat points to start with.  Jedi classes are unaffected by this version.
    2) Bare Necessities is what I would recommend for most players.  This removes almost every feat from the non-Jedi classes except for Armor Proficiency: Light, weapon proficiencies based on what each class gets from the footlocker at the start of the Endar Spire, and any auto-granted feats like Implant 1 for Scouts and Sneak Attack for Scoundrels.  Soldiers get 7 feats to start, Scouts start with 5, and Scoundrels start with 4.  All Jedi classes have melee and pistol proficiencies removed, and the player now gets 2 feat points when becoming a Jedi.
    3) Full Custom is recommended for those looking to absolutely min-max or want to make some truly goofy builds.  Every feat except for Armor Proficiency: Light and auto-granted feats are removed from the non-Jedi classes, so you will literally not be able to use a weapon unless you invest one of your points into a weapon proficiency feat.  Soldiers start with 9 feat points, Scouts start with 7, and Scoundrels start with 6.  All Jedi classes have lightsaber, melee, and pistol proficiencies and Jedi Defense removed, and the player now gets 3 feat points when becoming a Jedi.  Players can still select Weapon Proficiency: Lightsaber and Jedi Defense as options when leveling up as a Jedi.
    Installation
    1) Download and extract the mod folder to wherever on your computer.
    2) Run the "Install Expanded Build Customization" executable from the mod folder.
    3) Select your version and click on the “Start Patching” button on the bottom of the pop-up window.
    4) Select where your game directory is - it should be something like C:\Program Files\Steam\steamapps\common\swkotor
    5) Let the installer do its thing.
    6) If there are no errors, you are good to go!
    Uninstallation
    You got 2 options:
    1) You can delete both feat.2da and featgain.2da from your Override folder.
    OR
    2) Go to the backup folder where you ran this installer, move those files back into the Override folder, and let the backups overwrite the current feat.2da and featgain.2da.
    Compatibility
    This mod doesn’t change anything except for feat.2da and featgain.2da, so it should be compatible with any mod that doesn’t make any changes to those 2 files.  Even then, this mod should be ok to use with things like N-DReW25’s Sneak Attack X Restoration and Shem’s Feat Progression since my mod doesn’t touch the things those 2 mods do.  This is not compatible with mods that aim to do the same thing, such as jonathan7’s Character Start Up Change, since both mods are similar in nature and affect a lot of the same things.
    Disclaimer
    Please note that I am not responsible for anything that happens to your savefile, your game, or even (Force forbid) your computer.  I am under no obligation to help you if you encounter any issues with the game.  If you want to include this mod into your mod, please credit me and feel free to do so.
     

    1,991 downloads

       (1 review)

    2 comments

    Updated

  5. Effixian's K1 Adult Mission Vao Player Character

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's K1 Adult Mission Vao Player Character
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    *************
    INSTALLATION
    *************
    Run the file "TSLPatcher - Install K1 Mission PC.exe".
    ************
    DESCRIPTION
    ************
    This mod adds a playable character that's based on Mission, but as an adult.
    This is a KotOR version of my similar K2 mod.
    *****
    BUGS
    *****
    None known.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    P_MissionPCBA01.tga
    P_MissionPCBAD01.tga
    P_MissionPCBB01.tga
    PFHMissionPC.mdl
    PFHMissionPC.mdx
    PFHMissionPC.tga
    PFHMissionPCd.tga
    PFHMissionPCd1.tga
    PFHMissionPCd2.tga
    PFHMissionPCd3.tga
    PO_pmissionPC.tga
    PO_pmissionPCd.tga
    PO_pmissionPCd1.tga
    PO_pmissionPCd2.tga
    PO_pmissionPCd3.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 head 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 head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1, in case you skipped that step.) would still be in the Override folder.
    *******************
    DISTRIBUTION NOTES
    *******************
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
    ********
    Thanks to
    ********
    - Stoffe and Fred Tetra for the needed tools and tutorials
    - N-DReW25 for making a head model with a mask hook
    -------------------
    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.
    ---------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix

    419 downloads

       (1 review)

    2 comments

    Updated

  6. Todevuch's Sith Officer Fix K 1

    ******************************
    KNIGHTS OF THE OLD REPUBLIC
    ******************************
    Todevuch's Sith Officer Fix K 1 1.3
    ******************************
    Author: Todevuch (todevuch)
    ******************************
    Description:
    This modification is a partial fix for certain Sith NPCs:
    1) Twilek at Tarisian base.
    Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base.
    Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing.
    I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way;
    2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there).
    I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!;
    3) A Sith Captain at the Manaan Base.
    In this case, the captain had the wrong voice for Sith soldiers, which has been fixed;
    4) As a dessert - the true vestments of Admiral Varco!
    Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship".
    The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case.
    This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings.
    Instruction:
    Just launch TSLPatcher and point to the correct path to your game.
    Compatibility with other modifications:
    The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification.
    Credits:
    LucasArts Entertainment: Original files.
    Distribution restrictions:
    The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author.
    The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated.
    Special Thanks:
    1. @Darth_Sapiens for the KOTOR TOOL;
    2. @TK102 for the K-GFF GFF Editor;
    3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor;
    4. @bead-v for the MDLedit;
    5. @ndix UR for the tga2tpc;
    Recommended modifications for installation:
    JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426;
    Male Sith Archaeologist Restoration. Author: @N-DReW25;
    Diversified Jedi Captives on the Star Forge. Author: @DarthParametric.
     
    Video clips:
    №1:
    №1 (alternative):
    №2:
    №3:
    №4:
     

    969 downloads

       (1 review)

    6 comments

    Updated

  7. Pretty Good! Icons for KotOR

    Pretty Good! Icons for KotOR 1.0 by ajdrenter
    Description:
    This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR.
    The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible.
    Installation:
    Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods.
    Credits:
    Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons.
    Bioware and Lucasarts for all original assets.
    Thanks to the whole community for such a wonderful wealth of content over the years.
    Usage:
    You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets.

    13,320 downloads

       (2 reviews)

    3 comments

    Updated

  8. Effixian's PFHB01 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHB01 from K2 to K1
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    *************
    INSTALLATION
    *************
    Run the file "TSLPatcher - Install Effixian's PFHB01 from K2 to K1.exe".
    ************
    DESCRIPTION
    ************
    This mod adds a playable character PFHB01 from KotOR 2. As requested by mkg728.
    *****
    BUGS
    *****
    None known.
    *****
    COMPATIBILITY
    *****
    This mod adds a player character labeled as PFHB11, which is not in the vanilla game. This mod is not compatible with mods that might do the same.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfhb11.mdl
    pfhb11.mdx
    PFHB11.tga
    PFHB11d.tga
    PFHB11d1.tga
    PFHB11d2.tga
    PFHB11d3.tga
    PO_PFHB11.tga
    PO_PFHB11d.tga
    PO_PFHB11d1.tga
    PO_PFHB11d2.tga
    PO_PFHB11d3.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 head 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 head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder.
    *******************
    DISTRIBUTION NOTES
    *******************
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
    ********
    Thanks to
    ********
    - 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
    -------------------
    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.
    ---------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix

    113 downloads

       (1 review)

    0 comments

    Updated

  9. Content Pack: Feats and Powers (K1 ver)

    Content Pack: Feats And Powers (K1 ver)
    Version 1.7

    Installation:
    -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor.exe, NOT the Override).
    -You can use this version on a non-English copy, but the descriptions will still be in English.

    Details:
    -Content Pack: Feats and Powers is a collection of feats and powers for KotOR.
    -It contains 28 new feats, in 17 separate feat chains.
    -In addition, it contains 5 new force powers, in 2 separate power chains.
    -Starting a new game is not required.
    -Full details are included in the TSL Patcher writeup.

    History:
    -v1.00: Initial release
    -v1.10: Added Dark Rage, Sadism and Sweet Release.
    -v1.20: Added Constancy, Respite and Anti-Shield Protocol
    -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand
    -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday.
    -v1.50: Added Mysterious Benefactor
    -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo
    -v1.70: Added Rationing Technique and Intimidation Factor

    Bug Fixes:
    -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles.
    -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats.
    -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats.
    -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering.
    -v1.32: Additional bug fixes.
    -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility.
    -v1.62: Refactored to improve compatibility.
    -v1.63: Fixed a bug preventing Payday from triggering.
    -v1.64: Restored the icons for Flashbang, Extra Kick and Shrapnel Burst.
    -v1.65: Corrected some porting issues.
    -v1.66: Improved compatibility.
    -v1.67: Fixed a bug preventing the use of medpacs directly from the inventory screen. Fixed some small typos.
    -v1.68: Fixed some vanilla-related bugs that made ability scores more effective than intended.

    Permissions:
    -Don't redistribute the mod without permission. I'm pretty reasonable.

    Credits:
    -By TamerBill

    1,844 downloads

       (2 reviews)

    24 comments

    Updated

  10. Effixian's PFHH01 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHH01 from K2 to K1
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    *************
    INSTALLATION
    *************
    Run the file "TSLPatcher - Install Effixian's PFHH01 from K2 to K1.exe".
    ************
    DESCRIPTION
    ************
    This mod adds a playable character PFHH01 from KotOR 2. As requested by Canthre.
    *****
    BUGS
    *****
    None known.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfhh01.mdl
    pfhh01.mdx
    PFHH01.tga
    PFHH01d.tga
    PFHH01d1.tga
    PFHH01d2.tga
    PFHH01d3.tga
    PO_PFHH01.tga
    PO_PFHH01d.tga
    PO_PFHH01d1.tga
    PO_PFHH01d2.tga
    PO_PFHH01d3.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 head 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 head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder.
    *******************
    DISTRIBUTION NOTES
    *******************
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
    ********
    Thanks to
    ********
    - 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
    -------------------
    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.
    ---------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix

    247 downloads

       (1 review)

    0 comments

    Updated

  11. TOR Ports: Pureblood Sith Female Player Head for K1

    This mod adds a Pureblood Sith head and underwear model from The Old Republic MMO, ported to K1 as a selectable player head for female characters.
    A few notes:
    A unique underwear model is included, but because of the different way TOR and KOTOR mate heads to bodies, I had to add a neck stump to the torso to elevate the head to the right height. That makes for a pretty nasty transition at the seam line, but it should mostly only be visible in dialogue. Try not to have too many conversations while naked I guess. By default, the underwear is a sports bra and panties. For those wanting something a little more chaste, there’s an alternative modesty patch that provides a pair of shorts/hot pants instead. After running this installer, simply copy and paste the TPCs from the OPTIONAL folder to your Override folder, overwriting when prompted. Odyssey’s lack of proper specularity, much less the advanced (by comparison) graphical features of TOR, means you should expect that the textures will look pretty flat in KOTOR compared to how the originals look in TOR. KOTOR has a maximum bone limit per mesh of 17. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations, but probably nothing significant for mute player characters. Differences between how TOR and KOTOR handle animations mean that some of the bone weights are probably too strong, so expect some bad deformation occasionally. Especially when the game uses stunt animations in certain cutscenes. An example of this is the opening cutscene on the Endar Spire, where the eyelashes and eyebrows get a bit carried away. If you notice anything particularly egregious, post a comment with some notes of the specifics and a screenshot/video and I'll see if it can be mitigated. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements:
    Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    524 downloads

       (1 review)

    0 comments

    Submitted

  12. KOTOR Widescreen Fade Fix

    When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue.

    To use:
    1. Download
    2. Move the file from the folder that corresponds to your display resolution into your override folder.

    13,167 downloads

       (1 review)

    2 comments

    Updated

  13. Effixian's PFHA03 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHA03 from K2 to K1
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    *************
    INSTALLATION
    *************
    Run the file "TSLPatcher - Install Effixian's PFHA03 from K2 to K1.exe".
    ************
    DESCRIPTION
    ************
    This mod adds the playable character PFHA03 from KotOR 2 to KotOR. As requested by Revha.
    *****
    BUGS
    *****
    None known.
    *****
    COMPATIBILITY
    *****
    This mod adds a player character labeled as PFHA10, which is not in the vanilla game. This mod is not compatible with mods that might do the same.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfha10.mdl
    pfha10.mdx
    PFHA10.tga
    PFHA10d.tga
    PFHA10d1.tga
    PFHA10d2.tga
    PFHA10d3.tga
    PO_PFHA10.tga
    PO_PFHA10d.tga
    PO_PFHA10d1.tga
    PO_PFHA10d2.tga
    PO_PFHA10d3.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 head 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 head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder.
    *******************
    DISTRIBUTION NOTES
    *******************
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
    ********
    Thanks to
    ********
    - 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
    -------------------
    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.
    ---------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix

    182 downloads

       (0 reviews)

    0 comments

    Updated

  14. Effixian's PFHB02 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHB02 from K2 to K1
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    *************
    INSTALLATION
    *************
    Run the file "TSLPatcher - Install Effixian's PFHB02 from K2 to K1.exe".
    ************
    DESCRIPTION
    ************
    This mod adds a playable character PFHB02 from KotOR 2. As requested by PirateofRohan.
    *****
    BUGS
    *****
    None known.
    *****
    COMPATIBILITY
    *****
    This mod adds a player character labeled as PFHB10, which is not in the vanilla game. This mod is not compatible with mods that might do the same.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfhb10.mdl
    pfhb10.mdx
    PFHB10.tga
    PFHB10.txi
    PFHB10d.tga
    PFHB10d1.tga
    PFHB10d2.tga
    PFHB10d3.tga
    PO_PFHB10.tga
    PO_PFHB10d.tga
    PO_PFHB10d1.tga
    PO_PFHB10d2.tga
    PO_PFHB10d3.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 head 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 head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder.
    *******************
    DISTRIBUTION NOTES
    *******************
    You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
    You might: Use the material from this mod in your own mods if you simply ask me.
    ********
    Thanks to
    ********
    - 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
    -------------------
    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.
    ---------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix

    112 downloads

       (0 reviews)

    0 comments

    Updated

  15. Czerka Armor and Appearance Fix

    Czerka Corp is one of the biggest business entities in the galaxy, employing billions of sentients on who knows how many planets. Yet in the vanilla version of K1, the developers made some weird (to my mind) decisions on how to depict the employees of this vast corporate empire. JC's Korriban: Back in Black mod recognized and corrected the odd decision the developers made to have Czerka employees wearing Sith military uniforms, but this weirdness regarding Czerka is not just limited to Korriban. On Tatooine, there are personnel identified as Czerka employees who are dressed as commoners. On both Tatooine and Kashyyyk there are Czerka guards patrolling their areas unarmed. It could be argued that these might be local contracted labor who therefore don't get uniforms, but I don't really picture this for security personnel, who serve as the only type of law enforcement in places like Anchorhead, or for the crews of the sandcrawlers, who operate specialized equipment that was imported to the planet. On Kashyyyk, a particularly dangerous planet, you would expect to have every security person armed and wearing armor to protect them from the wildlife and to deal with potential rebellion by the people they are enslaving. That's not to say there's absolutely no place for independent contractors, but I think those characters would be mostly people operating small businesses under license, like the bartenders in Dreshdae and Anchorhead, the weapons dealer in Dreshdae, or the Ithorians running the hunting club or the droid shop in Anchorhead. I also didn't like that only human and Twi'lek employees got uniforms, especially when the Ithorian on Kashyyyk held what seemed to be a very important position there. This mod seeks to address these issues by appropriately clothing all Czerka personnel and providing armor for those employees who should have it.
    Version: 1.0 completed 10/17/20
    Description: This mod makes several changes to the appearances and capabilities of characters employed by Czerka Corp:
    1. All human and Twi'lek non-paramilitary Czerka personnel on every planet where Czerka operates wear Czerka uniforms. Czerka employees on Korriban wear standard Czerka uniforms instead of Sith military uniforms. The Czerka miners on Tatooine and Mission's brother Griff also wear Czerka uniforms.
    2. The Rodians Greeta and Fodo and the Ithorian Janos wear varients of the Czerka uniform that are fitted for their respective species.
    3. All Czerka personnel working in the paramilitary departments of the company such as security, slaving or hunting are appropriately armed for their jobs and also wear custom Czerka armor which displays an employee's rank by the number of stat bars on the chest (for men) or sleeves (for women). There are six ranks (loosely based on police ranks) in all. Rank determines the type of armor worn by the employee:
    Stat Bars    Rank                          Armor
    0                  Guard                         Czerka Light Armor
    1                  Constable                  Czerka Light Armor
    2                  Officer                        Czerka Mod I Armor
    3                  Sergeant                    Czerka Mod II Armor
    4                  Lieutenant                 Czerka Mod III Armor
    Special        Captain or higher    Czerka Medium Armor
    This armor can be obtained in game and worn by PCs.  It comes in five varieties:
    ---------------------------------
    Czerka Light Armor
    Base Class: 4
    Note: Basically just a standard combat suit bearing the Czerka colors and logo. No special features.
    ---------------------------------
    Czerka Mod I Armor
    Base Class: 4, Upgradable
    Armor Reinforcement:        +1 Defense Bonus
    Mesh Underlay:                   Resist 5/- vs. Energy
    ---------------------------------
    Czerka Mod II Armor
    Base Class: 4, Upgradable
    Armor Reinforcement:        +2 Defense Bonus
                                                    Resist 10/- vs. Slashing
    Mesh Underlay:                    Resist 10/- vs. Energy
                                                   Resist 5/- vs. Fire
    ----------------------------------
    Czerka Mod III Armor
    Base Class 4, Upgradable
    Armor Reinforcement:        +3 Defense Bonus
                                                   Resist 10/- vs. Slashing
                                                   Resist 10/- vs. Piercing
    Mesh Underlay:                    Resist 15/- vs. Energy
                                                   Resist 10/- vs. Fire
    -----------------------------------
    Czerka Medium Armor
    Base Class: 6, Upgradable
    Attribute Bonus:                    +1 Dexterity
    Armor Reinforcement:        +2 Defense Bonus
    Mesh Underlay:                      Resist 20/- vs. Universal
    For everyone concerned that this mod will cause the all-green Czerka commander's uniform to disappear from the game (since only Captain Dehno and Commander Dern wear it in the original game), don't worry. That uniform has been reassigned to non-paramilitary personnel who work in supervisory positions like the mining team leader on Tatooine, the guy who manages the Czerka general store on Korriban, or Carth's friend Jordo who is apparently a cargo ship's captain.
    Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically.
    Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files.
    Compatibility: This mod is compatible with any other mod that does not share the same .utc, .uti, .utp and .tga, file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. There may be incompatibilities of this mod's Korriban .utc files with JC's Korriban: Back in Black mod, but I am not certain, since JC's mod installs content at the module level and I do not know if that mod adds files into the Override folder or not. That's a level of modding I haven't yet learned.
    Note on Screenshots Displayed for this Mod: This mod does not reskin weapons, it only gives weapons to personnel who should have them equipped. The blasters featured in the screenshots for this mod are not mine, but are from Sithspecter's excellent High Quality Blasters v 1.1 mod, which I have installed in my version of K1.
    Also, the Screenshots folder that comes with the download includes some bonus content for your amusement. Enjoy!
    Acknowledgements: This mod was made using the following tools:
    TSL Patcher v. 1.2.10b1 by stoffe, updated by Fair Strides
    ChangeEdit v. 1.0.5b1 by stoffe, updated by Fair Strides
    KOTOR Tool v. 1.0.2210.16738 by Fred Tetra
    GIMP v. 2.10.6
    Many thanks to the authors and developers of these programs!
    Thanks also to deadlystream.com, BioWare and LucasArts.
    Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.

    468 downloads

       (1 review)

    3 comments

    Updated

  16. [K1] Revans Robes in Ebon Hawk hidden compartment.

    Simply adds Darth Revans robes (g_a_mstrrobe06 aka vanilla version) to the hidden compartment on the Ebon Hawk.
    *after making the K2 version of this mod I realized this actually makes no sense at all, I guess davik somehow acquired them, lol*
    *I'm going to try to think of a spot where they would make more sense for K1, but I will keep it up just for lol's.*
    This mod literally makes ZERO sense, but use it as you see fit
     
    IMPORTANT PLEASE READ!!!
     
    This mod will only work if installed BEFORE you get on the Ebon Hawk for the first time on Taris.
    Unfortunately, as far as I am aware, it's not possible to repopulate placeables in areas that have already been loaded.
    If anyone knows a fix for this, please let me know.
     
    Compatibility:
    K1R Compatibility: I am leaving this as "No" for now since I have not tested it, if someone is willing to try it go ahead, but don't blame me for any issues it may ensue. 
    However, I would suspect it should be compatible with anything that does not replace ebcont002.utp
     
    Install:
    Extract then merge the Override folder with the one in swkotor\Override
    OR just drop the single file "ebcont002.utp" into your Override folder
    If you don't have an Override folder, just drop the provided "Override" folder wherever your swkotor.exe file is located.
     
    Permissions: Upload, edit or translate this as you please, just give credit to me as the original author 
     
    Credits:
    FRED TETRA for the amazing "KOTOR TOOL"
    TK102 for the amazing "K-GFF"
    rece_w for his very helpful "Kotor Modding Tutorials: Editing textures, uti, utc, utm, utp, dlg, Creating merchants (PC/Mac)" on youtube! 
     
    Have a good one!

    776 downloads

       (0 reviews)

    0 comments

    Updated

  17. KOTOR: PS4 Controller Support - DS4Windows Profile

    Noticing a severe lack of controller support for KOTOR using a PS4 dual shock 4 controller I made up this profile to use with DS4Windows controller mapping program.
    The controllers touchpad + gyro support for mouse emulation works wonders for this game😉
    Features:

     
    DS4Windows Link: HERE

    1,005 downloads

       (0 reviews)

    2 comments

    Submitted

  18. Manaan Merc Overhaul

    ------------------------------------------------------------------------------------------------
    MANAAN MERC OVERHAUL for Star WarsTM - Knights of the Old Republic
    by garm343
    ------------------------------------------------------------------------------------------------
    Version: 1.0.0 completed 9/9/20
    Description:
        
    This mod makes changes to the appearance of the various mercenaries the player will encounter while on Manaan. It adds armor to the mercenaries who appear unarmored in the vanilla version of the game and changes the armor visible on each merc to one that is appropriate for that merc’s culture. For example, the Mandalorian merc will now wear Mandalorian armor and the Echani mercs will wear Echani armor. This mod also changes the faces and hair of the Echani mercs so that they now look like Echani (white hair, silvery eyes, and pale complexions). The stun baton carried by the Twi’lek merc in the underwater base is replaced with a heavy blaster instead. This mod does not alter the Iridorian merc’s appearance as he is already wearing his armor.
    Installation:
        
    Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically.
    Uninstallation:
    Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files.
    Compatibility:
    This mod is compatible with any other mod that does not share the same .utc, .tga, .mdl, and .mdx file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly.
    Acknowledgements:
    This mod was made using the following tools:
        TSL Patcher v. 1.2.10b1
        ChangeEdit v. 1.0.5b1
        KOTOR Tool v. 1.0.2210.16738
        MDLedit v. 1.0.3
        GIMP v. 2.10.6
        Many thanks to the authors and developers of these programs!
        Thanks also to deadlystream.com, BioWare and LucasArts.
    Note:    Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.
     

    972 downloads

       (0 reviews)

    6 comments

    Submitted

  19. Kotor companion tweaks

    A few character adjustments to better fit the classes and default skillset/gear they have.
     
    Carth: dual-wielding ranged soldier
        - Removed: Power Attack
        - Added: Rapid Shot
        - Removed: Specialization: Blaster Pistol
            To ensure he only has 1 lvl 4 feat in Improved Two-Weapon Fighting
        - Removed: 1 point in Repair -> 0 Repair
        - Added: 2 points in Demolition -> 2 Demolition
            A soldier with 1 point each in cross-class skills is just weird
            The point in Security makes sense to some degree, as he's the commanding officer on the Endar Spire
    Mission: ranged/melee scoundrel hybrid
        As every other companion has pretty clear-cut use-cases Mission will therefore become a true hybrid to spice things up, but
        even then playing a backstabbing scoundrel is way too awkward in Kotor
        - Removed: 2 INT points -> 12 INT
        - Removed: 2 DEX points -> 14 DEX
        - Added: 4 STR -> 14 STR
        - Added 1 WIS -> 12 WIS
            Mission is a smart girl
        Being a rogue and having Scoundrel's Luck + Sneak Attack has to be offset by not adjusting HP and CON
    Zaalbar: face-tank melee
        - Removed: Improved Power Attack, as scouts don't get a feat at lvl 4
    Bastilla: Jedi Sentinel
        - Removed: Proficiency: Blaster Pistol
            It always struck me as odd that Kotor Jedis have blaster training
        - Removed: 2 DEX -> 16 DEX
        - Added: 2 STR -> 14 STR
        - Removed: 3 CHA -> 12 CHA
        - Added: 2 CON -> 14 CON
            As a force/melee hybrid she should actually have the stats for it
    Jolee: Jedi Consular
        - Removed: Proficiency: Blaster Pistol
        - Removed: 2 DEX -> 14 DEX
        - Removed: 1 WIS -> 14 WIS
        - Removed: 1 CHA -> 14 CHA
            Too many overall points by default, and as a consular his focus should be the force
    Juhani: Jedi Guardian
        - Removed: Proficiency: Blaster Pistol
        - Added: Flurry
            More choices for melee
        - Removed: 2 WIS -> 10 WIS
        - Removed: 1 CHA -> 12 CHA
        - Removed: 2 INT -> 12 INT
        - Added: 3 STR -> 16 STR
            A melee build with force on the side
    Canderous: yet another ranged soldier
        - Removed: Power Attack
        - Removed: 2 WIS -> 12
        - Removed: 1 STR -> 14 STR
        - Addded: 3 DEX -> 15 DEX
    HK-47: ranged meatbag assassin
        - Added: Rapid Shot
            He was 1 feat short for being a lvl 6 combat droid
        - Removed: 4 STR -> 12 STR
        - Added: 2 DEX -> 16 DEX
        - Added: 2 CON -> 12 CON
     
    Compatibility:
    - As far as I understand it tweaking character stats without touching anything else should be pretty compatible with everything
    - I reckon it should work just fine with K1R, but as I did a test playthrough with the community patch instead of K1R I flagged it as no just to be safe

    607 downloads

       (0 reviews)

    1 comment

    Submitted

  20. JC's Fashion Line I: Cloaked Hybrid Robes for K1

    Summary
    This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model.
    There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks.
    All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone.
    Installation
    Automatic Installation (Recommended)
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options:
    a) 100% Brown
    b) 100% Brown (No Gloves)
    c) Brown-Red-Blue
    d) Brown-Red-Blue (No Gloves)
    e) Brown-Red-Blue Alternative
    f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation
    Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata:
    h_bbb – 100% Brown
    h_brb – Brown-Red-Blue
    h_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation.
    Uninstallation
    Remove the installed files or replace from backups if necessary. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other.
    This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod.
    This mod is likely not compatible with other mods that alter the Jedi robes.
    This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    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.

    2,301 downloads

       (2 reviews)

    6 comments

    Updated

  21. Spare Mission and Zaalbar

    ====================
    Spare Mission and Zaalbar v 1.2
    ====================
    Created by DarknessSquall (aka Scarrab) 8/31/20
    SPOILER WARNING FOR DARK SIDE PLAYTHROUGHS!
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    ====================
    Description
    ====================
    This mod adds options for Dark Side ending players to keep Mission (and by extension, Zaalbar) as a party member, or to non-lethally remove Mission from the party while keeping Zaalbar. The default options that end in violence remain in the game.
    ====================
    Long Description
    ====================
    One of the most common complaints I've noticed about the Dark Side ending is that there's no way to avoid killing Mission. And the only way to keep Zaalbar alive is temporary as well, since he turns on you as soon as he realizes what happened. Some people refuse to go dark side for that reason - myself included! The way the game forces you to kill her really doesn't feel good, especially since Zaalbar has sworn his loyalty to you; killing Mission will obviously jeopardize that. Mission says she doesn't believe you'll kill her, and the only way to handle that is to...kill her?
    The violence felt unnecessary, and possibly out of character, depending on how you play the game.
    That's where this mod comes in. For dark side players at the end of the game, two new options have been added, bringing a grand total of three options for dealing with Mission & Zaalbar:
    1) Retain them both as party members
    2) Remove Mission as a selectable party member without killing her, but retain Zaalbar
    3) The vanilla options to kill Mission & Zaalbar, which still function exactly as they do in the base game
    My goal was to write the dialogue and script the events in the most lore-friendly, in-character, way possible, so that the mod felt seamlessly integrated into the game. If I have succeeded, first-time players won't even notice that a mod is running. Mission seemed very opposed to the idea of swearing loyalty you, but she also wasn't going to run away or attack you willingly. I believe that in this situation, where's she's stuck between a rock and a hard place, there are ways to avoid the situation ending in violence.
    Also, if anyone is worried about messing up their alignment - you will not gain light side points for choosing any of the options in this mod. Nothing about the situation really feels like a "light side" act, to me, after all.
    ====================
    Installation
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    Manual install: Open the folder called "Manual Install", then place unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip in your Override folder, which is located in your Knights of the Old Republic installation directory.
    Automatic install: Open the folder called "Automatic Install", then run TSLPatcher.exe and follow the on-screen instructions.
    ====================
    Technical Description
    ====================
    This mod consists of only a single .DLG file edit, but it gets the job done. Three of Mission's voice lines from other parts of the game are reused, so the corrosponding .LIP files are also needed, otherwise her mouth won't move for those lines.
    ====================
    Compatibility
    ====================
    This mod is not compatible with jc2's "Save Mission" mod or Tanesh's "Recruit Mekel" mod
    As long as you aren't using a mod that modifies unk41_mission.dlg, there shouldn't be any problems. If you're not sure, check for the presence of unk41_mission.dlg in your Override folder before installing this mod.
    ====================
    Known Issues
    ====================
    If Mission and Zaalbar have already been killed, you can't go back in time and bring them back. Load an earlier save to when they were still alive.
    If you choose to keep Mission as a party member, you can still talk to her like normal, and she'll give the same usual responses and act like nothing happened. Chalk it up to her mind being overly optimistic as a coping method, and/or her still being in denial about you having turned to the dark side.
    If you left Zaalbar on Kashyyyk and never allowed him to rejoin your party, I believe your only option will be to kill Mission. I haven't personally tested this.
    ====================
    Uninstallation
    ====================
    Automated uninstall: Not supported!
    Manual uninstall: Navigate to the Override folder in your KotOR installation directory and delete unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip.
    ====================
    Version History
    ====================
    v1.2 - 9/3/20 Added checks for Zaalbar's presence, and a fixed a serious bug where you couldn't kill Mission
    v1.1 - 9/2/20 Improved the player's dialogue options
    v1.0 - 8/31/20 Initial release
    ====================
    Permissions
    ====================
    This mod should only be available for download on NexusMods.com and DeadlyStream.com.
    You may only upload this mod to another website for the purpose of preservation if it is no longer available for download on BOTH of those websites, and if you credit me as the original author.
    You may not include this mod in any mod compilation without my permission.
    You may edit this mod for your own personal use, but you may not upload a modified version of it to the internet.
    ====================
    Thanks & Credits
    ====================
    jc2 - Created the "Save Mission" mod, inspiring me to create v1.0 of my mod. Then, we had a good conversation about more ideas, inspiring me to release the v1.1 update
    Michele - Messaged me about the "Recruit Mekel" compatibility issue, which led me to discover a few serious bugs, leading to the release of the v1.2 update
    DarthParametric, JCarter426 - Gave me detailed and extremely helpful answers when I asked for information on the Deadly Stream forum
    Death a Barbar - and all the other dark side players who requested a mod like this
    Fred Tetra - created the KOTOR Tool
    TK102 - created the DLGeditor
    stoffe - created TSLPatcher
    All Star Wars fans - except for fans that believe KOTOR is non-canon now (just kidding...mostly...)

    2,564 downloads

       (2 reviews)

    2 comments

    Updated

  22. JC's Fashion Line I: Cloaked Party Robes for K1

    Summary
    This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks.
    Installation
    Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first.
    Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options:
       a) 100% Brown
       b) Brown-Red-Blue 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 uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.
    This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.
    These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.
    Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.
    P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.
    While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    NWMax – Joco
    KOTORMax & MDLEdit – bead-v
    waifu2x – nagadomi
    This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment.
    Permisisons
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.
    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.

    2,377 downloads

       (2 reviews)

    5 comments

    Updated

  23. JC's Extra Saber Colors for K1

    Summary
    This mod adds five new lightsaber colors to Star Wars: Knights of the Old Republic, including the colors that were introduced in Star Wars: Knights of the Old Republic II – The Sith Lords. The new colors are cyan, orange, pink, silver, and viridian.
    The orange and cyan blades are similar to but visually distinct from Heart of the Guardian and Mantle of the Force. In KOTOR 2, the Heart of the Guardian and Mantle of the Force textures are simply reused, but I decided to retain the idea that these are unique crystals, so they are a little different from the standard orange and cyan.
    There is one item drop for each new color.
    Cyan: in some rubble near Juhani's haunt in the grove on Dantooine.
    Orange: on the corpse of Shaela Nur in the Tomb of Naga Sadow on Korriban.
    Pink: in the crystal cave on Dantooine.
    Silver: carried by an elite Sand People warrior in the desert on Tatooine near the entrance to their territory.
    Viridian: on the corpse of poor Nemo inside the ruins on Dantooine.
    Additionally, Suvam Tan on Yavin will sell the new crystals. He will have at least one and up to three of each color when he restocks his store. I thought it would be weird if he sold only the new colors, so for extra flavor he will also sell crystals in the original colors (blue, red, green, yellow, and violet).
    I have also swapped the placement of the other crystals in the cave around so they match the appearance of the crystal formations from which you receive them better. The blue crystal comes from the crystal formation that looks blue, etc.
    The lightsaber blade textures are based on the template I developed for my Lightsaber Visual Effects mod. I suggest that you also use that mod for aesthetic consistency.
    There are two versions of the mod: one that uses the original hilt models, and one that uses Hi Poly Tin Cans courtesy @VarsityPuppet.
    Installation
    Extract files from the downloaded archive. Run Extra_Saber_Colors_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Optionally, copy the files from the Alternate Viridian folder to Override if you want to use the alternate version that is closer to the original KOTOR 2 viridian texture, replacing the previously installed files. Uninstallation
    Remove the installed files or replace from backups if necessary. Compatibility
    Ths mod uses TSL Patcher for compatibility, but various subtleties may make it incompatible with other lightsaber mods or mods that affect the same areas.
    This mod patches the following:
    upcrystals.2da danm14ac danm14ae korr_m39aa liv_m99aa tat_m18aa This mod must be installed after any non-TSL Patcher mods that edit those.
    On Tatooine, one instance of g_tuskenmale003 (Elite Warrior) has been replaced by a new creature file so only one of them will drop a silver crystal. The other instance of this creature is unaffected
    This mod utilizes the following model variations for lightsaber crystals and hilts:
    200 206 207 208 209  This mod is compatible with my Darksaber mod.
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    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
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
    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.

    5,646 downloads

       (3 reviews)

    28 comments

    Updated

  24. Black Vulkar Base Engine Lab Bench For Swoop Accelerator

    This mod makes a minor alteration to the Engine Lab room of the lower Black Vulkar base level to remove the Swoop Accelerator from the ground and put it on a bench. Said bench is moved from the other side of the room, where normally it impedes clear access to Kandon and his crew if the situation ends in combat. This has the side benefit of (hopefully) reducing pathing issues if the whole party tries to charge into melee combat.
    Additionally, several minor aesthetic fixes to the room are included. The cutting tools that normally have a static plasma (?) beam have been given some animation, and a number of pipes that had missing backfaces causing geometry culling issues have had those added. These fixes are also incorporated into the K1 Community Patch as of v1.9, so it is fully compatible with that as long as you install this mod afterwards.
    Installation Instructions
    The mod requires a GIT edit to reposition the accelerator (i.e. uses TSLPatcher), so simply run the installer.
    Known Issues
    There may some pathing issues if you try to loot the accelerator from certain angles. I've positioned it close to the front edge of the bench to minimise this from the most likely (direct) approach, but coming from the sides of the bench, especially towards the back wall end, may not work as desired.
    Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax.

    12,109 downloads

       (3 reviews)

    1 comment

    Updated

  25. [K1] "Fork" Short Lightsabers

    Coauthored with oldflash.
    Now available for KotOR I, a mere thirteen years after the original TSL release, thanks to the magic of MDLEdit.
    This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game,
    and their crystals to the game. They can be found by the workbench in the Enclave on Dantooine,
    but only after you leave the Enclave for the first time after becoming a Jedi.
    The box is spawned when you speak to the droid at the exit from the Enclave and it says
    “The Council has decreed you may come and go as you please” for the first time.
    For the mod to work, you need to have not been to Dantooine yet, or at least, not undergone Jedi training.
    Installation

    Just double-click on the "Install "Fork" Short Lightsabres" icon to begin the installation. Do not attempt manual installation - it will not work.
    Don't worry about fiddling with the Source Scripts or Screenshots folders - they are not required for the mod to run.
     
    Known Conflicts
    As far as I know, this mod shouldn't conflict with many that are out there,
    but will conflict with any mod which alters the file dan13_jdroid.dlg.
    So far as I am aware, the only mod to alter that file was a robe mod which is no longer available,
    so this issue shouldn’t arise.
    Known Bugs
    None that I know of at present. Again, please let me know if you find any.
     

    412 downloads

       (1 review)

    1 comment

    Submitted