828 files
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Taris NPC Overhaul
Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod.
Uses TSLPatcher to make the following changes:
[Main Mod]
The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina.
(Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.)
Kandon Ark is now orange, and his bodyguard is green.
Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs.
Davik's Agent uses an alternate Black Commoner model, as does Hudron.
Throughout the Lower City:
Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models.
Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense.
Beks: Blue/aqua
Vulkars: Orange/red
(Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.)
In the Undercity:
Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims.
The Gate Guard Trewin has his name back.
Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy).
The Republic Soldier is in uniform.
[Unique Heads]
Dia now has a unique head based off PFHA02.
Matrik has Zhar's head and wears Cinnegar Weave Armor.
Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade.
Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists.
Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land.
On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian.
[Undercity Culture]
Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist.
[Optional Asian Shaleena]
Gives Shaleena a unique Asian head based primarily on PFHA05.
[Davik's Gamorrean Guest]
Changes Davik's Rodian guest into a Gamorrean. For the lols.
733 downloads
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Republican soldier woman HD
By Dark Hope
Re-texture of Republican soldier woman, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi.
To Install
REPUBLICAN SOLDIER WOMAN
1. Download: RepSold HD
2. Download:
Armor will not work correctly without this mod.
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
2,800 downloads
- hd
- republican soldier
- (and 1 more)
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Mandalorian Jagi
Making its DeadlyStream debut while my other mod ideas are still cooking, but here's a simple change to spice up your KotOR immersion.
This mod does two things, three at most.
1. Changes Jagi's appearance to a reskinned PMHB03--I tried to give a scarred/burned texture to the head to imply that Jagi did not survive Altheri unscathed.
1.5. Puts Jagi in Mandalorian Battle Armor--he wasn't at Malachor, which means he wasn't there when Revan committed cultural genocide.
2. Changes the appearance and soundset of Jagi's two thugs from Rodians to Mandalorian Warriors--he said he sent the call out to the surviving clans, so why shouldn't he bring them along?
435 downloads
- mandalorian
- kotor
- (and 1 more)
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recruitment mods Recruit T3-M4 Early
By brents742
Recruit T3-M4 Early Mod v1.3
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By brents742
============
Version Notes
=============
v1.0 - 4/7/2021
- Initial release
v1.1 - 4/9/2021
- Added instructions for a third party member to exit out the main gate in the Taris Undercity
as opposed to the base game only giving instructions to two party members as that's all you're
supposed to have at that point in the game. This solves an issue where the cutscene to save
Hendar would seemingly go on forever.
v1.2 - 12/30/2021
- Removed k_ptar_openbase from install files to maintain compatibility with the K1 Community Patch. This script was initially modified for this mod to restrict the player from breaking the original order of events by entering the Sith Military Base early. However, upon realizing the game is fully voiced for Canderous to mention your recruitment of T3-M4 before speaking to Canderous, as well as for getting the Launch Codes early, there was no real reason to restrict entry to the base. Enter whenever you desire!
v1.3 - 3/13/2022
- Updated compatibility for K1 Community Patch by adding k_ptar_a05ab_en.ncs to the install files. The K1 Community Patch modifies the Vulkar Base door behind the Rancor and the On Enter script for the area to prevent reentry to the Vulkar Base "post-swoop race (and the Bek base if Gadon is dead)" (CP ChangeLog). By doing so, it did not allow players to break into the Sith Military Base at any point they pleased as this mod allows. The door to the Vulkar base behind the Rancor would simply not open. This update corrects that by placing a vanilla copy of the On enter script into your installation's override folder, bypassing the Community Patch's On Enter script that locks the door after a certain point in the Taris story.
Requirements
============
IMPORTANT: If you plan to use the K1 Restoration or K1 Community Patch, these mods should be installed BEFORE installation of this mod.
This mod can be installed to the base game without any additional mods.
Installation
============
Copy k_ptar_opengate, tar02_janice021.dlg and k_ptar_a05ab_en.ncs to your override folder.
You should not run across any override warnings. If you do, let me know.
Description
===========
-This mod allows for T3-M4 to be recruited whenever you would like (and have the credits to do so). No longer is T3 tied to the Taris endgame.
You can recruit him before Canderous gives you the quest to do so by speaking to Janice Nall as usual.
There will be a new dialogue option that allows you to purchase T3 from her early.
-If you have recruited T3 before speaking to Canderous about the military base, Canderous will mention that your T3 unit
will be able to get you in. This uses existing voice work found within the game that would seem to indicate it was the
developer's intention at some point to let you recruit T3 earlier than possible in the launch version.
-The Sith Military Base will open before speaking to Canderous if you're up for a challenge!
Break into the Military base whenever you please with T3 and witness some hidden Canderous dialog for doing so.
-If you wish to play the game as normal, that option remains. Canderous will still mention buying T3-M4 from Janice Nall.
Getting Started
===============
This mod only makes sense when starting a new playthrough or one that has not yet encountered Canderous in the Cantina.
Simply play as normal and go to Janice Nall's droid shop and speak to her as normal, asking about the T3-M4 unit
and persuading her to sell you the droid.
Compatibility
=============
IMPORTANT - This mod relies upon the files k_ptar_opengate, tar02_janice021.dlg and k_ptar_a05ab_en.ncs (when the Community Patch is installed) to work.
Any mod that plays with these files will likely break or impair this one. PM me if you find ones that do so I can make this mod compatible.
What Specifically does this mod do?
===================================
-tar02_janice021.dlg was modified to give a new purchase dialog option when asking Janice Nall about T3-M4. This option
will cycle into existing dialog as if you told Janice Canderous sent you. From here, everything goes as it normall does.
-k_ptar_opengate.ncs was modified to give MoveTo instructions to a third party member while trying to save Hendar in the Taris Undercity.
The original script only gave instructions to exit the gate to two party members as that is all you are intended to have at this stage in the game.
-k_ptar_a05ab_en.ncs is in place to override changes made within the K1 Community Patch that prevented access to the Vulkar Base after certain conditions were met in the story line - ("post-swoop race (and the Bek base if Gadon is dead))" (CP ChangeLog). By overriding CP's copy of the script, that mod's change that prevented access is undone, allowing for entry into the Vulkar Base if the player did the Sith Military Base early.
Permissions and Disclaimers
===========================
I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod
anywhere for any reason.
If you would like to include any part of this mod in anything, then please
contact me for permission.
The user of the mod is responsible for any damage to their game that may result from using this mod.
Users are encouraged to make relevant backups and do their research on existing mods they have installed
to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible
but ultimate responsibility lies with the end user to check for possible conflicts before installing.
Special Thanks
==============
Fred Tetra - KOTOR Tool
TK102 - DLG Editor
Stoffe and Fair Strides - TSLPatcher
-N-DReW25 for pointing out the infinte cutscene issue in the Taris Undercity
-Squall Lionhart for reporting the Vulkar Base sewer door lock issue
-JCarter426 for their help identifying the compatibility issues with Community Patch and potential solutions
Prydeless for their pink lightsaber mod that inspired me to start modding to begin with.
The entirety of the DeadlyStream modding forums for their inexaustible resources and information
that allows anyone with a computer and an idea to sit down and learn how to make their first mod.
Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into
nearly two decades after its initial release.
Contact
=======
PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you.
9,969 downloads
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(KotOR 1) Speeders "Kitt" style
By Obi Wan Pere
INTRODUCTION
At first I just wanted improve the aspect of the dashboard of the Bikes and Speeders. Working with the project I saw an ideal place in the image and thought that It'd be funny add a singular feature to the Speeders that recalls one of the most known cars seen in TV. Here it is.
NOTE:
There is still another image file (the same image that the Swoop in the Ebon Hawk but with a different file name) that I haven't modified yet and I don't know where is found. The ones modified here are the seen for the first time in Taris and Dantooine. (BTW, the "junk" bikes are not modified, it's just ...junk).
INSTALLATION
Unzip with 7z the downloaded file. Each vehicle has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/vehicle(s) to your 'KotOR\Override' folder.
The files of the "After Before" and "Result" folders are not needed, they're only for to show the results.
UNINSTALL
Simply remove the files from your Override folder.
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BUGS
If you don't see David Hasselhoff jumping into a Speeder, nothing to worry about.
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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.
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THANKS
To Deadly Stream
(Oh, well... alright, alright... to the Knight Rider as well)
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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.
700 downloads
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NPC Alignment Fix
By TK-664
This modification alters the alignment of various npcs to match their allegiance and characteristics, since in KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should.
Unlike in the sequel there's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be.
_____________________________
What will this change, really?
In terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a different fp usage dynamic as you would expect so it more or less balances itself out.
What if I'm Dark-Sided?
The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game!
Compatibility...
As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references.
_____________________________
Credits:
Fred Tetra for Kotor Tool.
stoffe for TSLPatcher and ERFEdit, updated by Fair Strides.
The Deadlystream community for being an all-around helpful bunch.
16,368 downloads
0 comments
Updated
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Republican Soldier HD
By Dark Hope
Re-texture of Republican Soldier, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi.
To Install
1. Download: RepSold 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.
2,910 downloads
- hd
- republican soldier
- (and 1 more)
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TRASK ULGO HD
By Dark Hope
Edited model - DarthParametric
Re-texture of Trask Ulgo and soldier uniform, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures. 3 icons and 2 .txi.
To Install
1. Download: Trask 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.
2,139 downloads
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Request: Kill the Czerka jerk on Kashyyyk
By TamerBill
Mod by TamerBill, requested by NecroAvalon
Adds dialogue options to the Czerka Guard Captain near the exit of the landing pad on Kashyyyk, allowing you to pick a fight with him over his racist attitude. This will give you a small shift towards the dark side, and cause any Czerka personnel in visual range to attack you.
11,404 downloads
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New_Lightsaber_Blade_Model_K1
By Crazy34
========================================================
KNIGHTS OF THE OLD REPUBLIC SOURCE FILE
========================================================
New_Lightsaber_Blade_Model_K1_v1
=================================
Author: Crazy34
Contact: PM me on Deadlystream
For: K1
Date: 03/02/2021
=================================
DESCRIPTION:
The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back).
Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades.
The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod.
Summary:
- All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him!
- Ambient light for lightsabers
- 3D models for blade core and inner glow
- Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.)
- Black core sabers are possible
- Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more)
- All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them)
How to use the new lightsabers:
Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory.
The item codes are organized as follows:
Lightsaber and crystal follow the standard naming scheme:
Black core: 51-60
Unstable: 21-30
Crossguard: 101-110
Crossguard, black core: 111-120
Crossguard, unstable: 91-100
For example:
giveitem u_l_colo_51 (Blue, Black core crystal)
giveitem u_l_colo_92 (Red, unstable crossguard crystal)
giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber)
giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber)
giveitem g_w_shortsbr53 (Green, black core short lightsaber)
For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes.
giveitem u_l_colo_07 (Silver)
giveitem u_l_colo_09 (Viridian)
giveitem u_l_colo_10 (Bronze)
!!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version!
I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail.
CREDITS:
Kaidon Jorn:
Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/
Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them.
Sithspecter:
The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/
Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors.
___________________________________________________________
COMPATIBILITY:
It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.)
___________________________________________________________
INSTALLATION:
Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers.
The crossguard sabers require to have their related non-crossguard sabers installed first.
The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers.
It should install everything correctly.
UNINSTALL:
Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder.
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BUGS:
The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.)
The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.)
___________________________________________________________
PERMISSIONS:
You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in.
___________________________________________________________
THANKS:
Fred Tetra: All the thanks for KotOR Tool.
TK102: All the thanks for K-GFF.
ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models.
bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code.
Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much.
Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place.
Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod.
JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation.
DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models.
Sith Holocron: For minor proofreading of the mod documents.
For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar.
Also, I want to thank all the modders out there whose work I've consistently studied and learned from.
___________________________________________________________
LEGAL:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
20,593 downloads
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KOTOT1 Gameplay and Immersion Rebalancing
By NecroAvalon
KOTOR1 Gameplay and Immersion Rebalancing
By: NecroAvalon
Full details in the ReadMe file.
431 downloads
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K1 Light Mobile UI
By utilizer
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.
752 downloads
0 comments
Updated
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Animated Placeables Pack (KotOR 1)
By Obi Wan Pere
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.
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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.
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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
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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.
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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...
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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.
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THANKS
To Deadly Stream
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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.
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FINAL NOTE
Made with love and funny to do it. Enjoy it!!
878 downloads
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Expanded Build Customization
By Ol' Cappy
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.
2,073 downloads
- expanded build customization
- choose starting feats
- (and 3 more)
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Effixian's K1 Adult Mission Vao Player Character
By Effix
************************
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
450 downloads
-
Todevuch's Sith Officer Fix K 1
By todevuch
******************************
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:
998 downloads
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Pretty Good! Icons for KotOR
By ajdrenter
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.
20,051 downloads
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Effixian's PFHB01 from K2 to K1
By Effix
************************
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
130 downloads
0 comments
Updated
-
Content Pack: Feats and Powers (K1 ver)
By TamerBill
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
1,999 downloads
-
Effixian's PFHH01 from K2 to K1
By Effix
************************
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
269 downloads
0 comments
Updated
-
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 script578 downloads
0 comments
Submitted
-
bug fix KOTOR Widescreen Fade Fix
By Doiinko
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.
20,445 downloads
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Effixian's PFHA03 from K2 to K1
By Effix
************************
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
205 downloads
0 comments
Updated
-
Effixian's PFHB02 from K2 to K1
By Effix
************************
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
123 downloads
0 comments
Updated
-
Czerka Armor and Appearance Fix
By garm343
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:
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Czerka Light Armor
Base Class: 4
Note: Basically just a standard combat suit bearing the Czerka colors and logo. No special features.
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Czerka Mod I Armor
Base Class: 4, Upgradable
Armor Reinforcement: +1 Defense Bonus
Mesh Underlay: Resist 5/- vs. Energy
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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
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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.
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