795 files

  1. Taris J'ika

    The Organization behind Shanilia....
     
    The minds behind Save Mission...
     
    And the passion held behind Kill Marlena
     
    Is doubled for our latest release:
     
    TARIS J'IKA!
     
    This mod enhances the story on Taris and allows a more RPG flow of dynamic character driven responses and options. Layers of detail and complex analysis have been put into this, to creat a loving, passionate, and incredible experience. We know our players who download our product, will only have the finest experience. We, simply, won't have it any other way.
    We pride ourselves on the principles of Deadlystream "The Home of Star Wars Gaming," and can only point that the incorporation of these ideas will astound and take your gaming to a new level.
    This has been in the works for several months, we know development was slow, and we appreciate the time and care our fans gave us. Thank you, we won't letyou down.
     
    We hope that when you play this mod, you'll have every wish fulfilled and find things within you didn't even ask for.
    It is with a sincere and amiable heart, we address this community to inform all of you, of our best content yet.
    In the unlikely case that you do not find anything remotely satisfying, we are willing to immediately refund your download for the amazing low price you bought it for.
     
    With that aside, ladies and gentlemen, pictures of cats, and other genders, we welcome you to the ALL NEW 2018 April KOTOR Experience, Taris J'ika.
    We do find it within ourselves to notify you that this offer, is for only a LIMITED time and will be removed 36 hours after posting!
     
    Therefore, we can only urge you to take a chance! Step out of your comfort zone, be the man your future murderer thought you were!
     
    If there are any questions or concerns about our product, you can always call us at 1-800-8765 or 1-800-TROL
    Or PM any one of our Customer Service representatives beginning with "JC."
     
     

    674 downloads

       (4 reviews)

    8 comments

    Updated

  2. JC's Toolbox for K1

    JC's Toolbox is a collection of items I created to perform various tasks while working in the game. Some I created out of necessity, others were by request, and a few were just for fun.
     
    If you're a fellow modder, think of these as developer tools. They can do handy things like add or remove party members, let you change party members whenever you want, open and close doors, play animations, delete objects, clone objects, adjust your alignment, warp, teleport through broken walkmeshes, and much, much more.
     
    And for the rest of you, if you were paying attention you might have noticed many of those functions are of a cheating nature. If you just want to mess around with the game, do stuff you can't normally do, you can find something useful here. Like make everyone in the game dance.

    1,058 downloads

       (4 reviews)

    6 comments

    Submitted

  3. JC's Darksaber for K1

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

    3,769 downloads

       (7 reviews)

    14 comments

    Updated

  4. JC's Sound Effects for K1

    Summary
    This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles.
    Installation
    Extract files from the downloaded archive.
    Run Sound_Effects_K1.exe.
    Click "Install Mod" and select your game directory (default name SWKOTOR).
    Uninstallation
    Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility
    This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles.
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe
    Sound Effects – Ben Burtt, courtesy of StarWars.com
    Permissions
    I hereby grant nobody except myself 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.
    Disclaimers
    PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!!
    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.
     

    3,029 downloads

       (2 reviews)

    9 comments

    Updated

  5. Operation Kill Bastla Remade

    Knights of the old Republic: Operation kill Bastila remade.
     
     
     
    As the original site that hosted the mod went down so I decided to recreate the mod operation kill Bastila. This mod will turn the sith troopers patrolling on taris hostile unless Bastila has a disguise on. Bastila must be in the party for this to happen. It is recommended that you start a new game.
     
    INSTALLATION:
    There are two options Roleplay and Gameplay:
    1. Select the option roleplay if you don’t mind the disguise giving a -1 to wisdom. The reason for this is in the item’s description.
    2. Select the option gameplay if you don’t want a -1 wisdom decrease.
    3. OPTIONAL- If you have the Kotor Restoration Patch installed place the file from the compatibility\K1R folder into the override. Replace as needed.
    4. OPTIONAL- If you have DarthParametric's Taris escape sequence adjustment, Run the Compatibility Patch option of the installer.

    UNINSTALLATION:
    That may not be a good idea but if you insist:
    1. Delete the following files from override- appearance.2da, bast_des.mdl\mdx, bast_desh.mdl\mdx, bast_des.uti, feat.2da, heads.2da, kill_bast.ncs, kill_bastsg.ncs, p_bastila.utc, tar02_sithguard.utc, tar02_sithpat22.utc, tar02_sithpat023.utc, tar02_canttroope.utc, cowl.tpc, mask.tpc.
    2. Go to the mods folder and find the folder marked backup. Copy appearance.2da, feat.2da, heads.2da from the backup folder to the override folder. Copy dialog.tlk to your knights of the old republic root folder (the folder that has the game).
     
    INCOMPATIBILITIES UPDATED PART 2:
    Any mod that modifies the following files will be incompatible:
    k_ptar_alertsith.ncs
    k_ptar_strgrd_en.ncs
    Do not put the following files into the override folder after installation:
    P_Bastila.utc
    tar02_sithguard.utc
    tar02_sithpat22.utc
    tar02_sithpat023.utc
    tar02_canttroope.utc
    KNOWN ISSUES:
    None that I know of. Be sure to report a bug if you find one.
     
    PERMISSIONS:
    You may not upload this mod to any other websites. You may use this mod in your mod as long as you credit me and you upload it to either deadlystream, nexusmods, or both.
     
    Do note that if you include it in your mod you are now responsible for maintaining your fork of the mod (in other words don’t come to me with user issues). The only exception of course is adding updated versions of this mod (if any) to your mod.
     

    FOR MODDERS:
    Look in the folder marked source. I organized the folders for each thing modified. The idea behind this is compatibility.

    807 downloads

       (2 reviews)

    9 comments

    Updated

  6. Helena Shan Improvement

    May your father and mother rejoice; may she who gave you birth be joyful! Proverbs: 23:25
     
    HELENA SHAN IMPROVEMENT
     
    DESCRIPTION:
    This mod gives Bastila’s mother, Helena, an overdue makeover so that there is an actual noticeable family resemblance between the two women.
     
    INSTALLATION:
    - Use the TSLPatcher to install
     
    UNINSTALLATION:
    - Sorry, I don’t have a real good uninstallation process for you. I guess delete helena.utc from your override?
     
    CREDITS:
    - Bead-V and ndix-ur for their work on mdledit/mdlops
    - Fred Tetra + KOTOR TOOL
    - Obsidian, Bioware and the Odyssey Engine
    - The DeadlyStream Community who has been around all of these years
    - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.

    11,999 downloads

       (16 reviews)

    23 comments

    Updated

  7. Artistic Fanart Portraits [K1]

    This is a mod for the award-winning game Star Wars Knights of the Old Republic [K1].
     
    Description:
    Well the day has finally come where I publicly release a mod; it only took 13 years of owning the game! While I have modded my own game extensively over the years, this is my first mod. It may be a bit rudimentary but hey, at least I got there in the end!
     
    The origins of this mod started in my dislike of the default portraits which I thought were too bland, not to mention tiring to look at after years and years. So I endeavoured to replace these portraits with some of my own using mostly fan art collected from around the internet. Over the years, I periodically 'updated' these custom portraits with new images as I stumbled across them. This mod is simply a public release of my current crop of portraits for the first KotOR game.
     
    The 'Default' folder contains portraits for all 9 main party members - Jolee, Juhani, Canderous, T3-M4, HK-47, Bastila, Carth, Mission, and Zaalbar. I have also included a file for anyone who has Silveredge 9's Darkside Bastila mod (which adds a line to the Portraits.2da file to use a different darkside portrait). HOWEVER, it's important to note that the darkside portrait mentioned is simply a copy of the one in the 'Default' folder and is NOT a special or unique version - perhaps something for a future update?
     
    Installation:
    Move all the files from the 'Default' folder to the 'Override' folder located in your game directory. Repeat the process for any of the files you wish to use in the 'Optional' folder.
     
    Uninstallation:
    Remove all the files from the Override folder.
     
    Compatibility:
    It should be compatibile with most anything, except other mods which alter partymembers' portraits. All PC portraits are unaffected by this mod.
     
    Known Bugs:
    None that I know of.
     
    Usage:
    This mod is not be uploaded to any site by anyone other than myself. This is because I don't own the IP on the images - while it was me who went through the effort of compiling and editing the images for the game, the actual art belongs to other people.
     
    Credits:
    Bioware and LucasArts for the exceptional game.
     
    A special thanks to the following authors - without these guys' exceptional work, this mod would not have been possible!
     
    1. Darth Ponda
    HK-47
     
    2. Entropist2009
    Zaalbar
     
    Jolee
     
    T3-M4
     
    3. CorbinHunter
    Bastila
     
    Canderous
     
    Juhani
     
    Mission
     
    4. DarthFar
    Carth
     
    All images are replicated WITH permission from the relevant author.
     
    Disclaimer:
    This mod is provided as-is and has not been created or endorsed by LucasArts/Bioware. Use this mod at your own risk as I am NOT responsible for any possible damage done to your computer from this mod's use (though it's just a few texture files, I can't imagine any catastrophe happening!).

    995 downloads

       (6 reviews)

    1 comment

    Updated

  8. Male Sith Archaeologist Restoration

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 30.01.2018
     
    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder
     
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder
     
    Description:
    In the Valley of the Dark Lords in K1 most of the Sith Archaeologist are female except for two named males. Discovered by accident, two of the four
    female Sith have been marked "male" in there character file and an unused dialogue exists with the lines the female Sith Archaeologist say but in a male
    VO.
     
    This mod turns the intended male Sith Archaeologist into males and gives them their intended male dialogue
     

     
    Known Bugs:
    None but if there is Just PM me on Deadlystream.
     
    Incompatibilities:
    Will be incompatible with things that edits
     
    "kor36_sitharcheo.utc"
    "kor36_sithstudm.utc"
     
    Permissions:
    You are NOT allowed to claim this work to be your own
     
    Thanks:
    Bioware for such an amazing game
    Fred Tetra for Kotor Tool
    and everyone who downloads the mod.
     
    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    1,140 downloads

       (7 reviews)

    1 comment

    Submitted

  9. Diversified Jedi Captives on the Star Forge

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another.
    Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender.
    For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below).
    Known Issues:
    WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility:
    The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements:
    Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels.

    30,056 downloads

       (13 reviews)

    60 comments

    Updated

  10. Star Forge Door Fix

    Request by 134340Goat,
     
    Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids.
    After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids.
    However, this was not the case, and the PC could merely knockdown the door and continue.
     
    Simply copy and paste into override.
     

    I apologize for the inconvenience and have fixed the issue as of 3/12/2018.
     

    Credits:
    JC
    JC2
    Deadlystream.com
    134340Goat
    FairStrides
    Bioware

    783 downloads

       (5 reviews)

    5 comments

    Updated

  11. Taris Escape Sequence Adjustments

    This mod makes some edits to the three scenes that occur during the escape from Taris sequence.
    The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space.
    The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties.
    The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation.
     

    Specific Changes:
    STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues:
    Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements:
    Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility:
    The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash.

    4,512 downloads

       (15 reviews)

    10 comments

    Updated

  12. Improved Grenades

    JC2 Improved Grenades
     
    The idea has been around for a while, but I haven't seen a mod, other than FairStrides [TSL] Fumble Grenade mod, attempt to edit the effects of grenades.
    So by editing the k_sup_grenade.nss, I've reworked the grenades to increase their potency.
     
    Beware! This works both ways!
     
    Demolitions now affects how much damage a grenade can do, the more demolitions a character has the more damage they can cause with a grenade. This was originally GGT89 idea from this thread > http://deadlystream.com/forum/topic/5678-need-help-to-modify-game-mechanics-in-kotor2/?hl=grenade#entry59186
     
    The first option is for vanilla lovers, that only adds demolitions skill as a damage bonus and increases the explosion radius slightly.
    Like before, a detailed log of the changes exist inside the folder!
    Second option for hardcore enthusiasts, the grenades instantly kill groups of people and are quite lethal!
    I recommend only installing this with JediShemL's Super Enhancement Mod or other realistic lightsaber/blaster mods.
     
    INSTALLATION: Copy and paste the k_sup_grenade.ncs file into the override.
    You will have to decide which one you want. There are two folders, each with a different version.
    It will take effect immediately, and can be removed, at any time, without causing any issues.
     
    Credits:
    Special Thanks to Bead-v for the advice on another thread about editing the k_sup_grenade script.
    Thanks to FS for teaching me most of the script I know!
     
    As always, this mod may update pending feedback.
    Hope you enjoy!
    -jc2

    27,103 downloads

       (2 reviews)

    11 comments

    Updated

  13. Emperor Turnip's HD Gizka

    Yet another HD retexture. May just do the rest as one big release!
     
    As usual, drop in override

    31,349 downloads

       (6 reviews)

    5 comments

    Submitted

  14. Emperor Turnip's HD Hutts

    A 2k update to all the Hutts in Kotor, with supported bump maps! Drag and drop to Override

    2,139 downloads

       (2 reviews)

    2 comments

    Submitted

  15. Hi-Poly Tin Cans Crixler's Crystals Compatability Patch

    These are just models from the hi poly tin cans mod compiled and named for the new sabers added by crixler's crystal pack.
     
    All credits to original authors.

    227 downloads

       (1 review)

    0 comments

    Submitted

  16. JC's Republic Soldier Fix for K1

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template.
     
    While I was at it, I noticed errors on the male model, so I've corrected those as well.

    38,469 downloads

       (11 reviews)

    3 comments

    Updated

  17. Diversified Wounded Republic Soldiers on Taris

    Based on this request thread, this mod attempts to inject a bit of extra variety into one of the minor elements of KOTOR. It makes some changes to the locked kolto tank room in Zelka Forn’s medical clinic in Upper City South on Taris.
    In the vanilla version of the game, the room has two placeable square kolto tanks, the floating bodies in which both use the PMHC04 (“Mullet Man”) head. For this mod, those were removed and the room model was edited to add two additional round kolto tanks, which match the ones along each side of the room. Additionally, the glass of the tanks had its texture replaced with one of the other variants in the game that is a bit darker and uses an environment/cube map for a hint of reflection. The empty tanks in the preceding room (behind Zelka Forn) were also edited for consistency. For the sanity of those with OCD, the position of the wall light at the back of the tank room was adjusted so it aligns with the centreline of the room.
     

    The floating body model from the kolto placeable was replaced with a new one with clean geometry at the neck join to facilitate using any player or NPC head. Additionally, an all-new female body variant was added, posed to roughly match that of the original male version. Two of these new body variants replaced the original two at the end of the room, with a number of additional bodies placed in the tanks along each side of the room. Zelka Forn’s dialogue when you enter the room for the first time seems to indicate that there should be more present than just the two originally depicted in the vanilla game. Additional body variants not currently utilised in this mod will be released separately as a modder’s resource.
    UPDATE: Due to limitations on the number of possible placeables K1 can deal with, outlined here by ndix UR, I have revised the mod to dispense with the use of placeables altogether. The floating bodies are now part of the room model.
     
     
     

    Known Issues:
    This mod relies on editing the Taris Upper City South module (TAR_M02AC). As such, it will not be compatible with any save in which you have previously entered the Upper City South level. Given that is the very first level you enter after leaving the starting apartment on Taris, that means you'll typically need to start a new game to utilise this mod. Per some of my posts in the original request thread, I initially experienced some issues with the tank’s glass texture affecting lighting on the body models (and even outright visibility in one instance) depending on the player’s viewing angle. I believe this has been resolved, but it’s possible the problem may still occur on hardware/OS combinations that I have no way of testing. The floating bodies use these player head models. There is no provision for dealing with a clone of the head the player is using now that the mod has switched to incorporating the bodies into the room model. A future update may replace these heads with NPC heads instead. Compatibility:
    Edited versions of both room models for the medical facility (M02AC_02G & M02AC_02H) are required for this mod, so will not be compatible with any other mod that edits those models. They still use vanilla textures however, so they will be compatible with texture mods. The mod will not be compatible with any mod that edits the two entries for the original tank placeables in the module’s GIT (Placeable List entries 0 and 22). It should otherwise be compatible with other mods that alter the Upper City South module, as long as they utilise a properly set up TSLPatcher configuration. Since it has come up in the comments, Kainzorus Prime's NPC Overhaul Mod is compatible, but ONLY if you install it before installing this mod (KP's mod will forcibly overwrite any and all module files, so install it before anything). The floating bodies currently use vanilla player face and underwear textures, so will be affected by any mods that alter those. Future versions of the mod may alter that, however. Acknowledgements:
    Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for many and various discussions and troubleshooting regarding models, compiling, textures, etc.

    28,128 downloads

       (14 reviews)

    38 comments

    Updated

  18. Revenge On The Sith (Lady)

    JC2 PRESENTS
     
    REVENGE ON THE SASSY SITH LADY
     
    Reason:
    After watching a ShemL video (RIP (Retire-In-Peace) ex-modder), I decided to allow the PC to use the Force on the Sassy Sith lady.
     
    Content: All vanilla options are kept, and (3ish) additional options are added. These options allow the PC to take revenge of different levels on the Sith minion who insults your eyes, calls you a coward, and tries to rob you. Not to mention threats you with the "wrath of the Sith."
     
    (1) Light side option
    (2) Dark side options to force choke/kill and,or force dominate
     
    Summary: This is a small mod that has way to many scripts attached to it, but it should add a little flavor to Manaan, by allowing the PC to get a little more "direct" revenge on this annoying Sith minion. It is similar in concept to Kill Marlena, I recommend checking that mod out as well.
     
    Installation: Unzip and run the tslpatcher, manual install is not an option.
     
    Special note to Android users: Manual install option does not exist because of the globalcat.2da file, in this mod, and is used in every major mod that exists, therefore, I assume that you would want to download better mods, and encourage you to download other mods.
     
    1.50 Update: I recommend updating the mod by reinstalling it, or simply copy and pasting the man26_sithyell.dlg and the man26_sithyell2.dlg files into the override replacing the (2) older files. You can find these two files inside the tslpatchdata folder.
    Note: This is a special case.
    Please do not do this with other mods as most mods require the tslpatcher to run before they can function properly!
     
    Any feedback is appreciated, though it would be helpful if you tried the mod first!
     
    I hope you enjoy this mod!

    5,550 downloads

       (1 review)

    2 comments

    Updated

  19. Infinite Droid Utilities

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 19.12.2017
     
    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder
     
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder
     
    Description:
    Much like Infinite Energy Shields mod for K1 and TSL, this mod will make all the droid utility items such as flamethrowers infinite preventing
    it from ever running out of charges.
     
    Known Bugs:
    None but if there is Just PM me on Deadlystream.
     
    Incompatibilities:
    Will be incompatible with things that edits
     
    g_i_drdutldev001.uti
    g_i_drdutldev002.uti
    g_i_drdutldev003.uti
    g_i_drdutldev004.uti
    g_i_drdutldev005.uti
    g_i_drdutldev006.uti
    g_i_drdutldev007.uti
    g_i_drdutldev008.uti
    g_i_drdutldev009.uti
    g_i_drdutldev010.uti
    g_i_drdutldev011.uti
     
    Permissions:
    You are NOT allowed to claim this work to be your own
     
    Thanks:
    Bioware for such an amazing game, Fred Tetra for Kotor Tool and everyone who downloads the mod.
     
    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    950 downloads

       (1 review)

    0 comments

    Updated

  20. K1 Main Menu Widescreen Fix

    This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured).
    Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look.
    As of v1.1, an optional replacement logo is provided. This is a TOR-style version of the logo, created by GOG. Two versions are provided, one of which is offset in order to better align using the current version of ndix UR's GUI mod. A centered version is also provided in the even that the GUI mod is updated. Note that I have only tested this at 1080. I have no idea how the image may be positioned at different resolutions.
    Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod.
    N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS.
    Installation Instructions
    Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder. If you also wish to use the upscaled vanilla logo or the TOR-style logo, copy the appropriate version to your Override folder as well. Acknowledgements
    Thanks to @bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible. Thanks to @ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground. Thanks to @JCarter426 for helping out with filtering via waifu2x to clean up some of the aliasing

    36,914 downloads

       (12 reviews)

    3 comments

    Updated

  21. Traditional Mandalorian Blades

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Traditional Mandalorian Blades
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    for Knights of the Old Republic
     
    This modification adds traditional Mandalorian beskar iron melee weapons, the Beskad and the Kal. The weapons can be found and purchased in-game.
     
    If you prefer different bonuses for the weapons, you can use your favorite GFF editor to modify the UTI files that the installer places in your Override folder.
     
    I made the models and textures. The textures are 1K and relatively simplistic. The original uncompressed textures, along with UV and AO map overlays, can be found in the Modder's Resource package (it is the same as K2:TSL version's Modder's Resource package).
     
    Thanks to JDub96 for requesting this, and also to Kexikus for his folder priorities tutorial that helped me realize that .mod takes precedence over .rim ... which was making me go a little insane .
     
    Re-distribute or re-use this mod as you like, in full or in part.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    COMPATIBILITY
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The modification is designed for use with K1R. Whether it works without it is unknown.
     
    The modification uses model variation 41 of vibroblade and vibrosword. It will
    not work with other mods that provide w_vbroshort_041 or w_vbroswrd_041.
     
    The modification MAY be incompatible with other mods that affect Igear in
    Taris undercity (module tar_m04aa), the Mandalorian encounter on Dantooine
    (module danm14ac), or the Mandalorian commander on Kashyyyk.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    SPOILERS
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    You can find the objects in-game at...
     
     
     
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.

    455 downloads

       (1 review)

    2 comments

    Updated

  22. Mandalorian Armor Fixes

    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there.
     
    Summary
     
    This mod modifies the Mandalorian Armors found in KotOR, and fixes a few of the issues present. Most of these items were cut from the game, and this mod makes no attempt to restore them, however any mod that does will benefit from these fixes. There are 3 files in this mod, and each fixes a seperate issue.
     
    First, the icon for Mandalorian Armor (cut from the game), doesn't resemble the armor at all. It looks like a modified version of Cassus Fett's armor, but the armor doesn't look like Cassus Fett's. It is also a Class 9 style armor icon (i.e. 9 defense, 0 dex bonus), but the Mandalorian Armor is a Class 8 armor (i.e. 8 defense, 1 dex bonus). Class 8 armor icons lack the large shoulders of Class 9 icons.
     
    The icon for Mandalorian Battle Armor (found in various parts of the game) is fine, and resembles the armor, however it is in the style of Class 8 armor, and features very limited shoulders. I have moved this icon to the Class 8 Mandalorian Armor, and made a new icon for the Class 9 Mandalorian Battle Armor. This new icon is a merged and color matched version of the old Mandalorian Battle Armor icon, and the yellow Mandalorian Heavy Armor icon.
     
    Lastly, the Mandalorian Assault Armor (found on the unknown world) now uses its intended appearance (which it also uses in KotOR 2). Normally in the game it is a disguise item, which makes the player into a standard blue Mandalorian. This doesn't make any sense considering it is supposed to be reserved for elite troopers.
     
    Features
    Mandalorian Assault Armor now uses its intended appearance, as seen in KotOR 2 Mandalorian Armor now uses the icon of Mandalorian Battle Armor, as it shared the design of the Class 8 armor icon Mandalorian Battle Armor has a new icon, composited from the Mandalorian Heavy Armor icon, and the old Mandalorian Battle Armor icon

    Requirements & Compatibility

    Put the 3 files in the Override This should be compatible with everything

    Recommended Mods

    Armor Accurate Mandalorians makes all the NPC Mandalorians use textures similar to the armors obtainable by the player Mandalorian Assault Armor Restoration is not compatible (this mod implements a similar change to the Assault Armor)

    Other Links
     

    If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.
     
    If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods.
     
    If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com.
     
    Thank you for reading, enjoy!

    351 downloads

       (1 review)

    3 comments

    Updated

  23. Party Leveler K1

    By Request of an anonymous /r kotor discord user, seconded by 134340Goat.
     
    JC2 Presents: Party Leveler K1
     
    Allows the player to fully upgrade each companion from level one, keeping their original class intact as well.
    If you auto level up your companions, then this might not be the mod for you.
    However, if you enjoy strategically improving each companion to their full potential, then this is your mod.
     
    Jolee and Juhani join the party at level one, letting the PC have more control over their force power progression by five levels (default for both is level 6).
     
    Note: Does not affect Juhani in the Grove, nor Jolee before he becomes party member on Kashyyyk.
     
    Installation: Unzip and run TSLPATCHER.
     
    Uses tslpatcher, should be compatible with nearly everything, be sure to install your mods in the correct order. Any mod you think might use the same files, install that mod, then install mine using the tslpatcher everything should be compatible. Otherwise, you risk incompatibility issues.
    Incompatible with Shem's Force Power Gain, without removing some of the Force Powers Juhani and Jolee have at the start to prevent level up soft locking. This can be done with the KSE. The reason this is incompatible is that Shem's mod allows classes to gain more force powers per level up, which causes the player to run out of selectable powers soft locking during leveling up. 
     
    I hope you enjoy!
    As always, any feedback regardless of its nature is appreciated.

    1,517 downloads

       (5 reviews)

    10 comments

    Updated

  24. KotOR High Resolution Menus

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

    146,228 downloads

       (22 reviews)

    74 comments

    Updated

  25. Tutorial Remover

    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there.
    Summary
    This mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Jedi from the Start mod, which also allows you to start as a Jedi.

    Features
    All tutorial elements removed from the Endar Spire and Taris
    Requirements & Compatibility
    Installation Start the Installer.exe file (The tslpatchdata folder must stay in the same folder as the Installer.exe). You install the mod by clicking the Install Mod button. The mod is now installed You must uninstall all version older than 1.4.1 before installing version 1.4.1. Tutorial Remover should be installed on a new installation, with KotOR 1 Community Patch or KotOR 1 Restoration already installed if you plan to use them Compatibility The mod is fully compatible with KotOR 1 Community Patch. Install Tutorial Remover after The mod is fully compatible with KotOR 1 Restoration. Install Tutorial Remover after The mod is fully compatible with Carth's Republic Uniform and Flight Suit Most mods should be compatible, unless they edit the Endar Spire, or the Taris Appartment Jedi from the Start is not compatible, but it does exactly the same things as this mod, making this redundant if you use that
    Recommended Mods
    Jedi from the Start does the same things as this mod, but also lets you be a Jedi
    Other Links

    If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.

    If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods.

    If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com.

    Thank you for reading, enjoy!

    1,685 downloads

       (4 reviews)

    5 comments

    Updated