844 files

  1. Dopak Player Head (K1)

    This mod is a port of the Dopak head from KotOR II, repurposed as a player head for KotOR I.
    The head has been moved over to a set of KotOR I bones to avoid certain issues which arise from a direct port. The eyelids do clip slightly during the ‘waking up’ cutscene at the start of the game, but if I can live with that, I’m sure you can. I did initially try to fix this, but I couldn’t get it to look quite right and I didn’t think such a small issue warranted spending any more time on.
    Dark Side transitions are included, but with a difference. I’m not a fan of the zombie look of the vanilla transitions and I think Sith Eye’s are over-used, so I went for something a little more subtle in that the cloth Dopak uses to hold his ponytail back changes from blue to red when your PC leans more towards the Dark Side.

    78 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Carth's Republic Uniform and Flight Suit

    This mod gives Carth Onasi the ability to wear the Republic Soldier Uniform which is seen being worn by various other NPC’s throughout the game.
    A new baseitem type has been added for Carth’s Flight Suit which is essentially a version of his default clothing with stats equal to that of class 4 armour and another has been added for the uniform itself, which is available in two texture variations so as to include the TSF Uniform for KotOR II. The uniform items will have the stats of class 5 armour.
    Carth will be wearing his uniform on the Endar Spire at the start of the game but will change into his Flight Suit after landing on Taris, so as to keep his allegiance hidden. All three of these new items will be present in your inventory when Carth joins your part, so it’s ultimately your choice what you want him to wear.
    This mod also gives Carth two of his own blaster pistols, rather than having just one of them alongside a regular blaster pistol.

    134 downloads

       (0 reviews)

    4 comments

    Updated

  3. Player Smuggler Clothing

    Switches the clothing appearance of all vanilla male players to a customised version of the NPC smuggler outfit for those with a burning desire to cosplay as budget Han Solo. Rescaled to all three body sizes and replaces the gloves of the vanilla textures with race-specific skin tones for the hands. Items for all four texture variants are added to the starting footlocker on the Endar Spire.
    N.B.: The custom models only apply to males, since there's no female smuggler NPC body model. Female players equipping the items will appear in their regular class-specific clothing variant as normal.
    Installation:
    You can install at any time, although you'll obviously only get the outfits on the Endar Spire when starting a new game. You can add them manually via KSE or console otherwise. Item codes:
    dp_smugcloth01 dp_smugcloth02 dp_smugcloth03 dp_smugcloth04 Compatibility:
    Should be compatible with pretty much everything, except for other mods that also edit the clothing slot of the male player rows. Uses custom models and textures, so it won't be affected by any mod that alters the NPC smugglers. There potentially could be clashes with other mods that edit the starting footlocker UTP and alter its vanilla inventory. Mods that only add new items should be fine. If in doubt, install this mod first.
    Known Issues:
    As per usual, the hand helpers for the weapon positions - especially off-hand weapons - are pretty ropey. I'm not going to bother going down that rabbit hole.
    Future Plans:
    The outfits are just straight clothing, no stats or special properties. Maybe I'll make them upgradeable at some point.
    It might be possible to kit bash a female version, but don't hold your breath.

    73 downloads

       (0 reviews)

    0 comments

    Submitted

  4. TatComW HD

    This mod will replace and update N_TatComW_F texture files.
     To Install
     1. Download: TatComW 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.

    425 downloads

       (0 reviews)

    0 comments

    Updated

  5. Effixian's PFHC07 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHC07 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 PFHC07 from K2 to K1.exe".
    Optional: add the files from the "Optional - PFHC07 - Redhead" folder to your Override folder and overwrite the existing files.
    ************
    DESCRIPTION
    ************
    This mod adds a playable character PFHC07 from KotOR 2.
    Optional "Redhead" textures and portraits are included.
    *****
    BUGS
    *****
    None known.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfhc07fx.mdl
    pfhc07fx.mdx
    PFHC07FX.tga
    PFHC07FX.txi
    PFHC07FXd.tga
    PFHC07FXd.txi
    PFHC07FXd1.tga
    PFHC07FXd1.txi
    PFHC07FXd2.tga
    PFHC07FXd2.txi
    PFHC07FXd3.tga
    PFHC07FXd3.txi
    PO_PFHC07FX.tga
    PO_PFHC07FXd.tga
    PO_PFHC07FXd1.tga
    PO_PFHC07FXd2.tga
    PO_PFHC07FXd3.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 mod after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
    appearance.2da
    heads.2da
    portraits.2da
    Doing this when you did add another mod would result in the later mod(s) no longer working.
    *******************
    DISTRIBUTION NOTES
    *******************
    You can use the files from this mod in your own mod if you simply credit me.
    ********
    Thanks to
    ********
    - Stoffe and Fred Tetra for the needed tools and tutorials
    - bead-v's MDLEdit
    - JCarter426 & Kexikus for sharing their knowledge on 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.

    119 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Effixian's PFHC02 from K2 to K1

    ************************
    Knights of the Old Republic
    ************************
    TITLE: Effixian's PFHC02 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 PFHC02 from K2 to K1.exe".
    ************
    DESCRIPTION
    ************
    This mod adds a playable character PFHC02 from KotOR 2. As requested by Sappho.
    *****
    BUGS
    *****
    None known.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    pfhc02fx.mdl
    pfhc02fx.mdx
    PFHC02FX.tga
    PFHC02FX.txi
    PFHC02FXD.tga
    PFHC02FXD.txi
    PFHC02FXD1.tga
    PFHC02FXD1.txi
    PFHC02FXD2.tga
    PFHC02FXD2.txi
    PFHC02FXD3.tga
    PFHC02FXD3.txi
    PO_PFHC02FX.tga
    PO_PFHC02FXd.tga
    PO_PFHC02FXd1.tga
    PO_PFHC02FXd2.tga
    PO_PFHC02FXd3.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 can use the files from this mod in your own mod if you simply credit 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.

    76 downloads

       (2 reviews)

    0 comments

    Submitted

  7. K1 NPC Variety Lite

    This is my first mod for KotOR and it's relatively simple. I was always quite annoyed by certain areas of the game having a major "clone" effect with some of the NPC's. This mod aims to fix that issue in just a few of the areas. I made sure to pick areas and NPC's to edit that did not affect other parts of the game, as some NPC's in some modules share files, I made sure to edit ones that would not conflict.
    The main areas this provides changes in are the Manaan cantina, swoop lounge, Korriban Sith Academy, and Valley of the Dark Lords. I also changed Fazza and Yortal (Ithorian merchant near the Sith embassy on Manaan). Fazza and Yortal were changed because, for some reason, most Ithorians you interact with in the game all have the exact same skin despite there being three different Ithorian skins. I changed some appearances in the Sith Academy to better reflect their roles. For example; the NPC's labeled "Sith Teacher" now have an older appearance (I also gave a few of them double bladed lightsabers to add to the variety). The Mandalorian in the Manaan cantina is wearing Mandalorian armor. The Echani mercenaries in that same area are now wearing Echani armor. The Sith academy guards that are at the doors are wearing red, while the ones patrolling are still wearing silver armor. Several Dreshdae NPC's were changed including the Czerka representative and the guard behind him (they were twins prior to this) as well as one of the Rodian's in the cantina.
    All the changes I put forth were done to both add variety and make some sense within the context of the world (like giving the Echani mercs Echani armor). Where I was able to, I changed heads so there wouldn't be as many twins standing beside each other or in the same room and for some NPC's that had a bit more dialogue, I tried giving them less used/seen head appearances.
     
    Compatibility:
    This mod uses TSLPatcher to inject the changes directly into the module files. If you are using Sith Uniform Reformation, then the only incompatible files will be those for the Sith guards on Korriban (therefore you can choose to keep the armored Sith guards or the ones from that mod). This mod is compatible with K1CP, though you MUST install the K1CP first. I highly recommend you have JC's Back in Black mod installed first as well. This is NOT meant to be used with any other major NPC diversity mods that change these specific NPC's, as it won't be compatible.
    For the changes to take place, you MUST NOT have entered the areas where this modifies NPC's. Either start a new game or load a save prior to entering the specific areas of change.
    (I am utilizing several @Dark Hope skins in my screenshots. I recommend checking her content out, as her retextures are top notch)
    Big thanks to @Effix +@Leilukin + @N-DReW25 + @JCarter426for their help!
     
    If anyone runs into any issues with this at all, please DM me here.

    185 downloads

       (0 reviews)

    0 comments

    Updated

  8. Czerka administrator HD

    This mod will replace and update Czerka administrator texture files.
     To Install
     1. Download: CommF09
     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.

    405 downloads

       (0 reviews)

    3 comments

    Submitted

  9. Doctors HD

    This mod will replace and update texture files.
     To Install
     1. Download: Doctors 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.

    479 downloads

       (0 reviews)

    1 comment

    Updated

  10. [KotOR] Swoop Bike Upgrades

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

    407 downloads

       (0 reviews)

    5 comments

    Updated

  11. Stronger Ajunta Pall

    This mod buffs Ajunta Pall.
    Do you guys remember the epic moment when you first fought the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies from one hit, even though he is supposed to be a powerful ancient Sith Lord. So... I buffed him a tiny bit.
    Have fun!
    The mod only works if he hasn't spawned in yet.

    110 downloads

       (0 reviews)

    5 comments

    Updated

  12. Kebla Yurt HD

    This mod will replace and update Kebla Yurt texture files.
     To Install
     1. Download: Kebla Yurt (CommF02)
     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.

    600 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Czerka Redux

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.1 Release Date: 25.05.2024

    Installation:
    Please install the K1 Community Patch FIRST before this mod! No exceptions!
    Once you click on the HoloPatcher.exe, you'll be given a few install options.
    1) Main mod: Installs the actual mod.
    2) NPC Diversity Patch: If you're using the NPC Diversity Pack mod, you WILL have to install this option AFTER the main mod.
    3) RC-K1CP Addon: RC-K1CP restored an Ithorian Miner to Anchorhead, this mod is OPTIONAL but if you want to use it you HAVE to have RC-K1CP installed BEFORE installing Czerka Redux.
    4) Business Attire Addon: This option expands the Rodians modified by JC's Czerka: Business Attire for K1, this mod is OPTIONAL but if you want to use it you HAVE to have JC's Czerka: Business Attire for K1 installed BEFORE installing Czerka Redux.
    5) Women of Czerka: Adds female Czerka Employees where possible. Completely optional but must be installed AFTER the main mod.

    Description:
    Czerka Redux is a union of various Czerka related textures into a single mod which aims to enhance the Czerka Corporation in Kotor 1.
    The Czerka Muscle Suit, Czerka Technician and Mining Suits from BOSSR have been added with the latter two being given to the Miner and Technician NPCs of Kotor. For any of my other mods which edits the Czerka Miners, those mods are compatible with Czerka Redux... meaning players who use Duros: Armed & Ready are able to use Czerka Redux and have the Duros Miners visibly wear BOSSR Czerka Mining Suits.
    The Czerka Combat Suit in RedRob41's Modder's Resource has also been added to the majority of Czerka's Security personnel. All the new Czerka items can be found and obtained in normal gameplay.
    The NPC textures from the K1 Enhancement Project have also been added, giving new meaning to the Czerka NPCs and their in-game profession. The green Czerka Officer texture from the Czerka Commander has been repurposed as a standard Czerka Officer profession skin whilst former Czerka Commanders now use armor. The male Czerka texture from JC's Fashion Line B: Commoner Clothing has been added for male Czerka NPCs and was used to convert new female Czerka clothing from K1EP into a new male variant exclusive to Czerka Redux.
    You'll also see new NPC variants from Czerka themed battle droids to Czerka Protocol Droids using B4-D4's texture.
    This mod also provides addons for other Czerka related mod, if you have JC's Czerka: Business Attire for K1 installed you can install the optional Business Attire Addon and get unique textures for JC's Rodians. If you use RC-K1CP, you can also install the RC-K1CP Addon to give the restored Ithorian Miner a new Business Attire inspired appearance.
    And of course, female Czerka NPCs can be added via the Women of Czerka option which uses DarthParametric's Female Czerka Officer's Uniform and has custom AI generated VO.

    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.

    Incompatibilities:
    To be added!

    Permissions:
    Do NOT claim credit for this mod and do not use my assets from this mod without my permission.
    BOSSR assets are free to use as confirmed by SilverEdge9.
    RedRob41's Czerka Combat Suit textures are free to use as they are a modder's resource.
    K1 Enhancement Pack assets are free to use as they are a modder's resource.
    JC's Czerka: Business Attire for K1 is free to use as long as you credit JCarter426.
    DarthParametric's Female Czerka Officer's Uniform is free to use as it is a modder's resource.
    JC's Fashion Line B: Commoner Clothing cannot be used without permission from JCarter426.

    Thanks to:
    SilverEdge9: For BOSSR Czerka Assets!
    RedRob41: For the Combat Suit Modder's Resource!
    SpaceAlex: For the K1EP Czerka Assets!
    JCarter426: For granting me permission to use the male Czerka commoner texture from JC's Fashion Line B and for making Czerka Business Attire!
    DarthParametric: For making the Female Czerka Officer's Uniform modder's resource!
    ElevenLabs Website: For the custom AI VO service!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For HoloPatcher!
    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.

    456 downloads

       (1 review)

    12 comments

    Updated

  14. Merged Visor Models - Modder's ressource

    This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models.

    Description and content

    This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game.

    There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. 
    I packed every vanilla textures for the masks as an additional folder.

    How to use this
    Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial

    - You can make them a brand new items in game, modifying the model variation and adding a custom icon.
    - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares.
    - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares.
    - Anything that comes to your mind if you have the abilities !

    Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere.

    Disclaimers

    - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However,
    this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender.
    - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game,
    but there might be some clipping or other visual artifacts i may have missed.
    - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still.

    Credits

    Every kotor members that helped me during the modding journey.
    Bioware for their work and base game models.

    60 downloads

       (0 reviews)

    0 comments

    Updated

  15. Thematic The One

    Thematic The One 
    Premise
    The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds!
    In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project.
    Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him.
     
    Changes
    The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start.
     
    Compatibility
    As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own.
     
    Permissions & Thanks
    As with any mod “I” have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me.
    Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok.

    534 downloads

       (0 reviews)

    0 comments

    Updated

  16. Finesse: Melee Weapons and misc. fixes

    This adds functional Melee Weapon Finesse (melee weapon Attack increasing with either STR or DEX modifier, depending on which is higher) to KoTOR 1. It also works for unarmed attacks. Additionally, since this is a k_ai_master.ncs replacer, it restores the extra attack of repeating blasters. Another fix or two are underway (trying to restore the non-functional damage boost from Battle Stimulants at the moment). 
    Melee Finesse does not currently require a feat to be taken (since I consider it a pointless fun tax for DEX builds), but if there is interest a feat-restricted version would be easy to make. The feat is currently purely cosmetic and is given to the player (at level 2 because of reasons outlined in the installer) and all party members. A version without the pointless cosmetic feat is also available in the same download.
    Note that due to the (hacky) way this is implemented (ai_scripts) the finesse effect updates every 0.5 seconds (for the player and party only) and cannot update while your inventory is open, so don't panic if your bonus doesn't instantly change when you are swapping weapons. Close the inventory, wait a moment, reopen and the bonus will change. If interested, read the Limitations/Technical details section below.
    Installation
    Grab the file, read the readme and either run Install.exe and follow the instructions or drop k_ai_master.ncs from Optional Manual Install into your Override folder. The TSLPatcher installer contains additional instructions for disabling either extra repeater attacks or finesse, as well as instructions for installing this with other mods that modify k_ai_master.ncs.
    Uninstallation
    This is safe to uninstall mid-playthrough (if you follow the instructions). Go to Ebon Hawk/Taris hideout (so all of your party members are loaded). Equip a lightsaber or a regular non-repeating blaster on all of your party members who are currently wielding a repeating blaster or a melee weapon (while suffering from a case of very high dex). You can now uninstall the mod by removing k_ai_master.ncs and (if using the full version) restoring the modified .utc and .2da files from the backup folder. Note that the restoring the utc/2da files from backup should only be done if this is the last mod you installed that patched those files.
    Compatibility
    Incompatible with any mods that outright replace k_ai_master.ncs:
    Repeating blaster attacks restoration: includes its main functionality. The optional power shot/sniper shot fix is compatible. KOTOR 1 Improved AI:  Should work if you compile k_ai_master.ncs with Improved AI’s files. To do so download K1 Improved AI, take the files from the Source folder and drop them in tslpatchdata\Full (or tslpatchdata\ScriptOnly if installing that version), then install this mod normally. Content Pack - Feats and Powers: Incompatible. Since both mods modify k_ai_master.nss, a manual patch would need to be created. Otherwise it should be compatible with pretty much everything else.
    Known Issues/Limitations/Technical details
    As ai script execution is paused in the inventory, there is no way to instantly update the attack bonus display when swapping items, meaning that if you are switching from a melee weapon to a ranged weapon (or vice-versa) the attack bonus from dex (if active) won't be added/removed until after you close the inventory and reopen it after a short delay (~0.5 seconds).
    Since there is no way (without hacking apart the executable) to "natively" implement this functionality, the Attack from DEX is applied as an Attack Bonus Increase effect. This means it's subject to the maximum +20 feat and effects Attack Bonus cap, which most people likely haven't heard of before since it's basically unreachable in vanilla KoTOR. The bonus is applied as a difference between DEX and STR modifiers, which means that even late game fully buffed-up builds won't be hamstrung by the cap.
    Additionally, this attack bonus is applied based on the mainhand weapon. This means that on a high DEX build, compared to a build where all of the attack bonus comes from STR, a mainhand vibroblade/offhand lightsaber will result in a higher offhand attack bonus (offhand lightsaber will benefit from dex bonus twice, since lightsabers are already finesse in the vanilla game), while a mainhand lightsaber/offhand vibroblade will result on a lower offhand attack (offhand vibroblade won't benefit from the dex bonus). I don't consider either of these big issues (since the offhand only attacks once per round) and it would be impossible to fix since there is no effect that only grants offhand/mainhand attack bonus.
    Effects (repeater attacks and the finesse bonus) are checked/updated/removed every 0.5 seconds (pseudo-heartbeat that only runs between regular onHeartbeat calls) for the 9 party members and the player and only on certain perception/combat round end/damage events for all other entities (which automatically excludes all friendly NPCs that don't participate in combat). This should make the effects react very quickly to changing stats/weapons (if the player pops a Hyper-Adrenal Alacrity or switches from a repeating blaster to a vibroblade for example) without introducing any potential lag for NPCs.
    Tools used
    Holocron Toolset
    TSLPatcher
    Credits
    R2-X2 for their Repeater Restoration script, which gave me an idea on how to implement finesse. 

    136 downloads

       (1 review)

    7 comments

    Updated

  17. Darth Souls

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

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

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

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

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

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

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

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

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

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

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

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

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

    102 downloads

       (0 reviews)

    2 comments

    Updated

  18. Balance in the Force

    Balance in the Force
    Balance in the force is a gameplay overhaul mod that provides a streamlined leveling experience that’s more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult.
    Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, force power, and attack bonus progression. Persuade is a class skill for the main character regardless of starting class. The Force Power and Alignment system gets an important revision. All characters have functional background feats that help to deepen the immersive roleplaying experience.
    There are also several optional patches included that revert some of the more controversial changes made by this mod to allow for a more customized experience.
     
    Full Change List
     
     
    Optional Patches
     
    Compatibility
    Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch. The community patch is a compilation of new and previous community driven bug fixes. Another important mod is Kotor1 - Improved AI. It changes enemy and npc behaviors to actually use their upgraded powers, buffs, feats at their highest levels. It makes them apply buffs and use shields more frequently. Enemies will use lightsaber throw, force jump, and force breach now. I highly recommend both of these mods. 
    BitF should be compatible with all of the graphics mods as well as long as they don't also modify gameplay elements.
    BitF is designed to be its own gameplay ecosystem so other gameplay mods aren't recommended and most likely aren't even compatible. You're welcome to try them at your own risk. I can't promise you that things will work correctly. The proper patching order for mods involving BitF is as follows:
    1. KOTOR 1 Community Patch 2. Balance in the Force 3. Any optional BitF patches 4. Kotor1 - Improved AI 5. Any other mods.  
    Credits
    Below is a list of the people whose tools or works were included with this mod.
    Timbo: Balance in the Force mod author. Zoctavous and myself: Dantooine XP Boost scripting. JCarter426: Minimum level conditional dialogue scripting. Offthegridmorty and djh269: Bastila has TSL Battle Meditation Darth_Sapiens: KOTOR TOOL Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher & Holocron Toolset VarsityPuppet: 2DA Editor  
    Special Thanks…
    Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force.
    MoustacheVerte: K2-like Progression MoustacheVerte: Force Buffs Duration x2 Sdub: Immersive Feats Mod Sdub: Persuade Unlocked Captain Spoque: Weapon Damages Overhaul TK-664: Weapon Base Stats Re-balanced Elm: Kotor1 balanced force powers  
    Extra Special Thanks
     These individuals have spent an unreasonable amount of time helping me with this mod.
    Thor110 for teaching me how to do most of this. I could not have done any of this without him. Zoctavous for helping me gain a deeper understanding of this game’s scripting. Offthegridmorty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force. JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions. 

    1,286 downloads

       (2 reviews)

    24 comments

    Updated

  19. KotOR1 Droid Claw Fix

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.

    837 downloads

       (0 reviews)

    0 comments

    Submitted

  20. KotOR1 HK-47 Power Blast Fix

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.

    290 downloads

       (0 reviews)

    0 comments

    Updated

  21. Build a Calo

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 22.03.2024

    Pre-Installation:
    Please install the K1 Community Patch FIRST before this mod!
    If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo.
    This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead.

    Installation:
    Simply click on the INSTALL.exe and you'll be given two install options.
    "Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris.
    "Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris.
    Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body".
    Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic.
    If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP.
    You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website).
    You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris:
    N_CaloNord01.tga  -------> N_CaloNord02.tga
    N_CaloNord01.txi  -------> N_CaloNord02.txi
    N_CaloNordH01.tga -------> N_CaloNordH02.tga
    N_CaloNordH01.txi -------> N_CaloNordH02.txi
    This feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above.
    And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option.

    Description:
    Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins.
    2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen.
    The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris.
    Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both.
    With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris?
    Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris?
    Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris.
    The possibilities are endless!

    Known Bugs:
    If there are bugs feel free to report them to me on Deadlystream.

    Incompatibilities:
    Incompatible with any mods that change Calo Nord's model & character files post-Taris.
    Please report any incompatibilities!

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.
    You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish.

    Thanks to:
    SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod!
    Watcher07: For making the Calo Nord Recolor mod!
    Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place!
    JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    Stoffee: For TSLPatcher!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    108 downloads

       (0 reviews)

    7 comments

    Submitted

  22. PLC_Sign

    This mod will replace and update PLC_Sign texture files.
     
     To Install
     1. Download: PLC_Sign
     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

    1,177 downloads

       (1 review)

    0 comments

    Submitted

  23. PLC_Desk

    This mod will replace and update PLC_Desk1 texture files.
     
     To Install
     1. Download: PLC_Desk
     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

    1,131 downloads

       (1 review)

    0 comments

    Submitted

  24. Star Forge Horde Spawn Intensity Changer

    This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10.
    Star Forge Horde Half - For people who are playing the game for the first time.
    Star Forge Horde x2    - Jedi Knight difficulty.
    Star Forge Horde x3    - Jedi Master difficulty.
    Star Forge Horde x4    - Jedi Grand Master difficulty.
    Star Forge Horde x5    - Chosen One difficulty.
    Star Forge Horde x10  - You are insane.

    105 downloads

       (0 reviews)

    1 comment

    Updated

  25. Jedi Sentinels Gain Sneak Attack

    Jedi Sentinels Gain Sneak Attack
    By djh269 
    Date: 11.03.2024
    Description: 
    - In TSL Jedi Watchmen/Sith Assassin classes are granted the Sneak Attack ability, as class stages goes Scoundrel>Jedi Sentinel>Jedi Watchmen/Sith Assassin I thought it'd be better to boost Jedi Sentinels with the feats, as they are the weakest Jedi class in my opinion
    - Grants Jedi Sentinels the ability to use Sneak Attack level 1-10
    - Grants Bastila 2 levels of Sneak Attack when you first recruit her as that's what a level 3 Sentinel gets 
    - Also changes Bastilas character to have Sneak Attack level 1-10 the second time you recruit her later in the game
    Compatibility: 
    Should be compatible with any mods, if not, reach out and I will seek to change that. 
    Mods used in screenshots: 
    Credits: 
    KOTOR Tool – Fred Tetra
    Holopatcher – Cortisol

    226 downloads

       (0 reviews)

    5 comments

    Updated