Mods
1,061 files
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Narve's New High Poly Canderous Head
By Narve
This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired.
When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well.
The mod contains four main files:
p_candh.mdl and p_candh.mdx - the model,
P_CandH01.tga and P_CandH01.txi - the texture.
One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod.
How to install:
Unpack and copy files to the Knights of the Old Republic's Override folder.
Note:
This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head.
If anyone asks: the body texture is from this mod by wonderful Dark Hope.
Thanks:
I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model.
52 downloads
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
By Derslok
K1 AREA MAP FIXES
High Resolution Area Map & Map Marker Fix
TL;DR
When playing KOTOR 1 at widescreen or high resolution, the area map screen becomes broken: the map sits shrunken in a corner instead of filling its frame. This mod resolves that issue. It also corrects 250 map note positions that BioWare positioned incorrectly in 2003.
The mod does not change your resolution. It fixes the map after another tool has configured the game for your resolution, requiring UniWS and KotOR High Resolution Menus to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not.
Installation is straightforward: unzip the folder and double-click Install.bat. The installer finds the game and reads resolution from the exe automatically, requiring no configuration. Uninstall.bat restores your original exe.
Detailed installation instructions are provided below.
What This Fixes
At widescreen and high resolutions, the area map renders at its original size in a corner of the frame. This mod:
Rescales the map to fill the frame Positions all three marker types correctly, scaling icons up at very high resolutions for visibility Corrects 250 map notes BioWare left in incorrect positions One additional fix: KotOR High Resolution Menus patcher (the .exe version) leaves the area map offset to one side. This patcher detects and fixes that issue, with Uninstall.bat undoing all changes.
Requirements
Required, in this order
KOTOR Editable Executable (Steam only)
https://deadlystream.com/files/file/1320-kotor-editable-executable/
Steam ships a locked swkotor.exe that no mod can edit. This provides an unlocked copy for your game folder.
On GOG, skip this step. GOG's v1.03 swkotor.exe is already an unlocked file, byte-for-byte identical apart from 16 bytes of unused header padding. Begin at step 2. UniWS
https://www.wsgf.org/article/universal-widescreen-uniws-patcher
Enables the game to run at your screen resolution. Select "Star Wars: KOTOR" from the list, choose 1024x768 interface, specify your game folder, enter your screen resolution, and patch. KotOR High Resolution Menus (k1hrm) by ndix UR
https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/
Redraws all menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder. Then install this mod last.
If those links become unavailable, search DeadlyStream for the mod names.
Resolutions Supported
The mathematics is automatically checked against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have been actually played:
Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but not visually verified, including ultrawide (21:9 and 32:9). If you run ultrawide, feedback is genuinely welcomed, either positive or negative. Should be working.
Installation
Install the requirements above first, in that order. Steam needs all three; GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run from inside the zip; it will stop and instruct you to unzip first. Double-click Install.bat. Wait until completion. It may take a moment to process. That's the entire process. It finds your game folder independently and reads resolution from the exe, so it never requests user input.
Compatibility
Tested and Working
KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none is a map note, so all 250 note corrections still match. The complete stack was played at 2560x1600 with K1CP, k1hrm and this mod together, everything working correctly. K1 Ultrawide Letterbox Fix. Both install orders were tested; it must go before this mod. The reverse order causes its patcher to refuse running and blame your game build, which is misleading — your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool; it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if done afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly remove the 4 GB patch. GOG retail v1.03. Played at 3840x2400; area map and HUD minimap both correct. Compatible
3440x1440 Enhanced HUD/UI and Menus. Note it is a replacement for k1hrm's own 3440x1440 set, not an addition. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centering defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything not modifying the game exe will probably work. Larger Text Fonts. Works alongside this mod. Note it is separately known to break item stack counts independently; that is not caused by this mod. Works, With One Setting Turned Off
Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition: it rescales the same area map at runtime using the same shared constants, so with both active the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed doesn't mean that particular patch is switched on. Expected to Work, Not Tested
True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so no reason for conflict, but it has not been tested. Not Tested
No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible
Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe support will be added in the future.
Not Supported
4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. Uninstallation
Double-click Uninstall.bat. It restores your original swkotor.exe, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, just without the map fixes.
You can drag your game folder onto Uninstall.bat the same way as with install, which helps if you have two separate KOTOR installations.
Your original exe is copied somewhere safe before anything is changed:
%LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to access it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file.
If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup.
If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second.
What the Patcher Does
It is built to refuse rather than guess.
Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 25 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run.
Technical Details
Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets.
A few things worth knowing without reading all of it:
The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files.
Credits
ndix UR
KotOR High Resolution Menus, and hires_patcher.pl, which the map scaling here is derived from. Required, and not included here.
wsgf.org
UniWS. Required, and not included here.
LaneDibello
Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently.
PyKotor
For reading the game's file formats.
Everyone at DeadlyStream who documented this engine over the last decade.
License
GPL version 3 or later. The full text is in More info\LICENSE.
The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements.
323 downloads
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ChildM
By Dark Hope
The mod replaces the ChildM model and textures.
To Install
1. Download: ChildM
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.
118 downloads
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model and skin Juhani - Model and Texture Edits
By servicebutch
Just a personal mod made public after a few requests on reddit. Let me know if you have any issues.
Completely re-textured Juhani's face to unbald her and give her a more cat-like appearance.
Made a few edits to her model in blender to make her chin smaller and flatten her nose to reflect the more feline re-texture.
Install
Drop all three files into your Override folder and enjoy
Uninstall
Just delete the files in Override, shouldn't be any issues.
340 downloads
- model editing
- retexture
- (and 2 more)
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ChildF
By Dark Hope
The mod replaces the ChildF model and textures.
To Install
1. Download: ChildF
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.
143 downloads
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PMHC04
By Dark Hope
The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes.
Thanks to DarthParametric for consultation.
To Install
1. Download: PMHC04
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.
142 downloads
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Saul Karath Retexture
By Narve
A small mod that improves the textures for Saul Karath.
His model is so low-low-poly that I felt like I was retexturing characters for Pirates of the Caribbean once again.😆
Unpack and copy all files to the Knights of the Old Republic's Override folder.
94 downloads
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Sith Soldiers Recolored
By dodrarikaan
Sith Soldiers Recolored
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SithSoldiersRecolored
A Future Pilot released a mod a while back called "Sith Soldier Texture Restoration" that restores the white Sith soldier armor texture. The Wookieepedia article on Sith Troopers lists several types of Sith soldiers that have different armor colors. I like the idea of the Sith soldiers having color-coded armor, so I went through and recolored them based on the article and my own personal preferences.
1) Regular troopers wear silver armor
2) Elite Troopers wear red armor
3) Heavy Troopers wear white armor
4) Grenadiers wear black armor
5) Advanced Troopers wear gold armor (yes, this is a SWTOR reference)
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify all of the Sith Soldier entries in the Appearance 2DA, as well as several Sith troopers throughout the game. Any mods that modify the same may not be compatible.
Special Thanks
Fred Tetra - Kotor Tool
Stoffe - TSLPatcher
A Future Pilot - Sith Soldier Texture Restoration
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
36 downloads
(0 reviews)0 comments
Submitted
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Bandon Robes
By dodrarikaan
Bandon Robes
Game: KOTOR 1
Author: Dodrari Kaan
Version: 1.0.0
GitHub: https://github.com/danielstegink/Kotor.BandonRobes
It annoyed me that Darth Bandon and the Sith Masters have cool armor that we cannot have, especially since Bandon drops a named armor set.
Now, the 2DA constraints mean there is no way to get the "Bandon" style armor without losing another type of armor in the game. So, I changed Bandon and the Sith Masters to wear regular robes with a custom texture that imitates their original armors. It deserves to be noted that because he is still an apprentice, the Sith Governor on Taris doesn't have the armor equipped.
The Sith Master "armor" is slightly more powerful than normal Jedi Master robes, and can be acquired from the Sith Master in the Rakata Temple. Darth Bandon's named armor set is now a set of Jedi Robes with the same bonuses as his original armor, and includes upgrade capability.
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify Darth Bandon and Sith Master files throughout the game. It also modifies the player and companion entries in the Appearance 2DA. Any mods that modify the same may not be compatible.
This mod adds item texture variations which may overlap with texture variations added by other mods
Jedi Master Robe - Texture Variations 20, 21
Special Thanks
Fred Tetra for the Kotor Tool
Stoffe for TSLPatcher
Gimp for being an awesome graphics editor
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
19 downloads
(0 reviews)0 comments
Submitted
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Sith Artifacts
By dodrarikaan
Sith Artifacts
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SithArtifacts
Due to expansions in the lore, many of the Sith artifacts don't feel consistent with their namesakes. This mod makes the following changes so the named artifacts on Korriban feel more appropriate for their background:
Ajunta Pall's Blade is described as dark and corrupting. Now, it deals Dark Side damage instead of Fire damage.
Marka Ragnos was described as both an expert duelist and a master of the Force. Instead of giving the Lightsaber Specialization feat, his gauntlets now regenerate Force Points.
Tulak Hord was a master of lightsaber combat, and his mask is described as having an eerie glow. Instead of giving bonuses to Stealth and Fire resistance, his mask now gives the Lightsaber Proficiency feat and a bonus to Charisma. Additionally, its appearance will now match the Sith Mask instead of the Circlet of Saresh.
Naga Sadow was a master of casting illusions with the Force. In exchange for dealing reduced poison damage, his Poison Blade now has a small chance to stun enemies.
Instructions
If you are using ebmar's Ajunta Pall Blade Reskin mod, or The_Chaser_One's Tulak Hord Mask mod, install those first.
Copy the contents of the For Override folder into the Override folder.
If you have ebmar's mod installed, copy the contents of the "For Override - Ajunta Pall's Blade" folder into the Override folder.
If you have The_Chaser_One's mod installed, copy the contents of the "For Override - Tulak Hord's Mask" folder into the Override folder.
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra for the Kotor Tool
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
49 downloads
(0 reviews)0 comments
Submitted
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Saul's Pistol
By dodrarikaan
Saul's Pistol
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.SaulPistol
Gives Saul's Sith Assassin Pistol its own unique name and flavor text to help distinguish it from the regular version.
Instructions
Copy the contents of the For Override folder into the Override folder. See Localizations for instructions on supported languages.
Localizations
German: "For Override - Deutsch"
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra - Kotor Tool
tk102 - Language Converter for KotOR/TSL
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
30 downloads
(0 reviews)0 comments
Updated
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Kotor 1 UI and Icon Upscale for Nintendo Switch
By VeSeeker
Replaces a bunch of item icons with their Kotor 2 version (full list below), as well as upscales some UI elements for the Nintendo Switch version of the game. This mod doesn't touch anything that ajdrenter's Pretty Good! Icons mod does. The screenshot above is just an example of some of the upscaled icons and elements. I think the Kotor 2 versions of the icons are a huge improvement. A lot of the UI changes are pretty minor, but I still prefer it over vanilla.
I made a full guide for modding Kotor 1 on the Switch, based off of the neocities guide. Check it out here if you want.
Installaion:
Put the .tpc files in each of the 2 folders in atmosphere/contents/0100854015868000/romfs/override/Textures.
Kotor 2 icon list:
Stims:
ii_Adrnaline_001 - 006
ii_CmbtShot_001 - 003
Credits:
ii_credits_001 - 014
Datapads:
ii_datapad_001-015
Repair kits:
ii_DrdRepEqp_001 - 003
Idk what this is:
ii_DrdSecSpk_001
Keys:
ii_key_001 - 015
Medpacks:
ii_MedEqpmnt_001 - 005
Weapon upgrades & Miscellaneous:
ip_pltuseitm_001 - 010
ip_pltuseitm_012 - 024
ip_pltuseitm_026 - 068
Spikes and parts:
ii_ProgSpike_001 - 002
ii_SecSpike_001 - 002
Lightsaber crystals:
iw_SbrCrstl_001 - 021
Mines:
ii_TrapKit_001 - 004
Armor upgrades:
ii_upgrade_228 renamed ip_pltuseitm_069
ii_upgrade_247 renamed ip_pltuseitm_070
14 downloads
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Nemo's Timely Departure
Despawns Nemo once you cleanse the grove.
DESCRIPTION
After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already sent a Jedi to investigate and fear the worst since he hasn’t returned.
This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins.
This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove.
INSTALLATION
Move the file from “to override” to your override folder.
UNINSTALLATION
Remove k_pdan_14a_area.ncs from your override folder.
COMPATIBILITY
Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from.
Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any.
PERMISSIONS
You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP.
CREDITS
offthegridmorty
JC, DarthParametric - K1CP source script for k_pdan_14a_area
109 downloads
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PFHC04
By Dark Hope
The mod replaces the PFHC04 model and textures.
To Install
1. Download: PFHC04
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.
140 downloads
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Count Dooku's Lightsaber
By EwokKotor
A Massive thanks and credit for the hilt's source model, and the permission to use it in this mod goes to mrpanini.yt
Check out their original work at https://sketchfab.com/3d-models/count-dooku-lightsaber-c82238e050de49ab93e25276c3c83d20 and make sure to show them some love!
Also as always a big thanks to Crazy34 for making their lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. I simply cannot play this game without the ambient lighting he innovated for sabers!
Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/
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This Mod adds Count Dooku's actual lightsaber emitter as seen in the movies! It contains a red and blue version as Dooku did use both over the years.
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To Install:
1: Drop the files from either or both folders (excluding upcrystals.2da) into your override folder.
2: If you already have an upcrystals.2da file in your override, simply add the last two rows of the included upcrystals.2da into your upcrystals.2da.
-If you don't already have an upcrystals.2da file in your override just copy the included one to your override.
To Uninstall:
Delete files from override.
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To use:
Enter the cheat menu (~) and type: giveitem g_w_lghtsbr43 or g_w_lghtsbr44.
OR Use KSE/ modules / scripting to add the lightsabers to the game.
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This mod should be compatible with any mod that doesn't already have custom entries for w_lghtsbr043 or w_lghtsbr044. Including:
Crazy34's new lighsaber blade model k1,
Marius Fett's Movie Style Replacement Lightsaber Hilts (K1),
and all of my other lightsaber mods.
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Permissions:
As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit!
11 downloads
(0 reviews)0 comments
Submitted
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PFHA03 DP
By Dark Hope
The mod replaces the PFHA03 model and textures.
Thanks to DarthParametric, without him this mod would not have seen the light of day.
To Install
1. Download: PFHA03
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.
112 downloads
(0 reviews)0 comments
Updated
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Ahsoka Lightsabers TCW KotOR 1
By EwokKotor
This Mod adds Ahsoka's green lightsaber and two yellow-green shotos from TCW to KotOR 1.
Also includes a blue version.
The Hilts are Ahsoka's as seen in TCW.
The blade of the lightsaber I made very slightly shorter than standard lightsabers.
The blade length of the shoto models are two different lengths, one that is slightly shorter than standard short lightsaber blades, and one significantly shorter.
To Use:
Either Drop the included .ncs files into your override folder, this makes it so that when you receive your lightsaber crystal on Dantooine you will also receive two of each crystal (39 and 40).
OR Alternatively Enter the cheat menu (~) and type: giveitem g_w_lghtsbr39 or g_w_lghtsbr40 for the full sized saber. For the Shoto models type: giveitem g_w_shortsbr39 or g_w_shortsbr40.
OR Use KSE/ modules / scripting to add the lightsabers to the game.
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Installation:
1:Drop all files from folder except upcrystal.2da into override folder.
2:If you don't already have an upcrystal.2da file in your override drop the include one into override. If you do already have one add the last two rows from the included .2da to the one that is already in your override, and save it. (make sure to update the row numbers as needed!)
--Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench.
See ReadMe for more info.
Credit for source files:
A Very special Thanks and Credit for source hilt model goes to CtrlLight check out and support their work at
https://sketchfab.com/3d-models/ahsoka-tano-clone-wars-lightsabers-30e5e52a41a3412db07a0002d1f1e5d3
A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which the blade for this mod is based! Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders.
Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/
Also check out their full release of their mod here: https://deadlystream.com/files/file/1846-new_lightsaber_blade_model_k1/
20 downloads
(0 reviews)0 comments
Submitted
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HD Animated Computer Interface
By Narve
Just another interface for computer terminals. Animated (4 frames) texture, for 16x9 monitors.
How to install:
Unpack and copy all files to the Knights of the Old Republic's Override folder.
111 downloads
(0 reviews)0 comments
Submitted
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New portraits for PartyMembers
By Narve
Hello! This is my first time submitting a mod.
These are improved and unified portraits of the party members. I tried to stay within their canon images, while giving them high-quality images in a consistent style.
How to install:
Unpack and copy all files to the Knights of the Old Republic's Override folder.
44 downloads
(0 reviews)0 comments
Submitted
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Effixian's PFHA05 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PFHA05 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam or Discord
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PFHA05 from K2 to K1.exe".
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DESCRIPTION
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This mod adds a playable character PFHA05 from KotOR 2.
The head is very similar to K1's PFHA05, only the hair is different.
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KNOWN BUGS
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The head clips a bit through the hair in one spot.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pfhax05.mdl
pfhax05.mdx
PFHAX05.tga
PFHAX05.txi
PFHAX05D.tga
PFHAX05D1.tga
PFHAX05D2.tga
PFHAX05D3.tga
po_PFHAX05.tga
po_PFHAX05d.tga
po_PFHAX05d1.tga
po_PFHAX05d2.tga
po_PFHAX05d3.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.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge on converting things with MDLEdit
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
39 downloads
(0 reviews)0 comments
Submitted
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Krayt Dragon Armor
By dodrarikaan
Krayt Dragon Armor
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.KraytDragonArmor
This mod adds two new items to the Hunting Lodge store on Tatooine.
Krayt Dragon Armor is extremely expensive, and offers very strong defense.
Wraid Bone Wristguards offer minor defense.
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify Fazza Utral's inventory on Tatooine. Any mods that modify the same may not be compatible.
This mod adds item texture variations which may overlap with texture variations added by other mods
D5 Light Armor - Texture Variation 20
Forearm - Texture Variation 20
This mod is compatible with K1R and K1CP.
Special Thanks
Fred Tetra - Kotor Tool
Stoffe - TSLPatcher
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
22 downloads
(0 reviews)0 comments
Submitted
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Dexterity Adds Ranged Damage
By Atlas_Kotor
Description
In vanilla Knights of the Old Republic Strength adds damage with melee weapons but Dexterity adds no damage with ranged weapons, meaning that ranged weapons fall off very quickly and ranged weapon builds are very weak.
This mod patches swkotor.exe so that ranged weapons use your Dexterity modifier for bonus damage the same way melee uses Strength.
The change is engine-wide, so it applies to the player, party members, and all NPCs.
This was made by reverse engineering the game's code.
Installation instructions
Extract the prepatched swkotor.exe to your /swkotor/ folder and replace it
Use this mod however you want, you don't need any permissions from me.
110 downloads
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PFHA04 DP
By Dark Hope
The mod replaces the PFHA04 model and textures.
Thanks to DarthParametric, without him this mod would not have seen the light of day.
To Install
1. Download: PFHA04
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.
126 downloads
- darthparametric
- dark hopa
- (and 1 more)
(0 reviews)0 comments
Updated
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K1 Modern Driver Compatibility Patch
By Synchro
Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky.
See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html
Why the game looks wrong
KOTOR lights its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards with no per-pixel lighting, which is also where the grass bug comes from. The patch rebuilds the game's lighting on a method every current driver supports, and puts every card on it.
What it restores
Grass that stays on the ground Light from the room on lightmapped walls and floors Reflections on metal, armour and water, including cube map reflections on Intel cards Fog, where the game meant to have it Soft shadows, glow, motion blur, film grain and Force power distortion Bump lighting on creatures, which the game only ever drew on NVIDIA cards
What it also fixes
The glow around lights and the edges of soft shadows no longer shimmer as the camera moves. The game did this on the hardware of its day too. The brightness slider works, cutscenes included, on drivers that refuse the game's request to change brightness, NVIDIA's on Windows among them. For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map never drew on any card. They do now. The Cube Map Fix and Soft Shadows Fix are part of this patch. Don't install them alongside it.
Requirements
KotOR version 1.03: GOG, Steam, or a CD copy with the common 1.03 no-CD executable KotOR Patch Manager 0.7.2 or later: https://github.com/LaneDibello/Kotor-Patch-Manager Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html
If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html
Settings
You don't need to change anything to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation, and with the Mod Options patch installed the game's options screen has menus for them.
By default the patch draws the game as a GeForce card of the time did. Set look to ati to see it as an ATI Radeon did. In the game's own content the two differ only a little.
Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html
The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html
Replacement Shaders
Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program.
Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html
Reporting issues
Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder.
Thanks
@Lane and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them.
Lane also wrote the KotOR Patch Manager, which this patch is built for.
@Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match.
Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/
Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility
LLM Disclosure
This project made use of an LLM during development, in the following capacities:
- Brainstorming: exploring possible approaches and design directions
- Decompilation assistance: help interpreting and structuring reverse-engineered code
- Code comments: refining and clarifying existing comments
- Skeletons and fixes: generating initial code scaffolding and minor fixes
All LLM-assisted output was modified and reviewed by a human before being committed.
536 downloads
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Republic Mod Armor Recolored
By dodrarikaan
Republic Mod Armor Recolored
Game: KOTOR 1
Author: Dodrari Kaan
Github: https://github.com/danielstegink/Kotor.RepublicModArmorRecolored
Modifies the Republic Mod Armor on Taris to use the Red/Orange color scheme of the Bonadan Alloy Heavy Suit. This makes it look more like something the Republic troops would wear, and implies that Carth is wearing it in Kotor 2.
Instructions
Copy the contents of the For Override folder into the Override folder.
Compatibility
This mod is compatible with K1R and K1CP.
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra - Kotor Tool
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
17 downloads
(0 reviews)0 comments
Submitted
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File Reviews
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Caim 1
Whoever made this mod is a godsend! It fixes almost everything that needs fixing for modern systems in 2026 for KOTOR 1, including issues for AMD users like me. It has saved me so many nerve cells. So now I can finally play with Soft Shadows and Frame Buffer Effects, except the Grass — sometimes for grass to work properly you need to restart your game. In my opinion this is the best KOTOR mod right now, no exaggeration.
Edited by Caim-
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I'm just happy that I can finally play the game on PC with real, native, proper controller support. The fact that TSL received that massive update which added native controller support but the original KOTOR was left with mouse/keyboard years later (which was ridiculous) is finally resolved with this.
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Stuck 0
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I'm very eager to give it a try but I just can't. I installed KMRP, used KPM patcher with only 2 patches - KMRP and High FPS Fixes.
Then I run your install.cmd and all I get is this:
INSTALL FAILED: Executable compatibility check failed at 47 required hook site(s).
0x004F1A3E: expected [B8 14 00 00 00], found [6A 85 05 C2 9E]
0x004F1A43: expected [0F B6 D0 3B 4C 96 38], found [CE EB 19 56 C1 7C 49]
0x0054EC5B: expected [C7 02 14 00 00 00], found [34 50 71 50 DE 29]
0x00552C9A: expected [8D 7E 38 B9 15 00 00 00 F3 AB], found [66 3F 2E 33 9D 15 28 89 29 00]
0x00552F8A: expected [8D 6E 38], found [DA 7B 54]
0x00552FD6: expected [83 FF 14], found [A7 5A 68]
0x005A54A0: expected [0F B6 F0 3B 54 B1 38], found [F6 AB 63 77 5A C7 1D]
0x005A54AA: expected [83 F8 14], found [75 93 66]
...and 39 more mismatched hook site(s).
Another executable patch or a different KOTOR binary layout is using code this mod needs. No changes were made.Press any key to continue . . .
Edited by WarlordThorvald
I had bunch of graphic mods and old widescreen fix installed before, but deleted it and restored original exe - no luck.
Then I just deleted my game and re-downloaded it (steam version), installed KMRP and patched clean version of the game with KPM - and result is the same.
I am at loss here. -
Does exactly was it says it does!
An observation: Having this active requires it to be installed dead last after EVERYTHING ELSE. If, say, I were to add"High FPS Fixes" or other patches through KotorPatchManager with "...Progression" already active, I lose the ability to back out of the level-up screen(effectively restoring the vanilla game's constraints where it would not let you exit the level-up UI to return to normal gameplay at all until you leveled up.)
This I confirmed via live testing/gameplay last night: I had to uninstall and re-install "....progression" after adding the KPM patches so it effectively sits at the very END of the installation order. This fixed the issue and I could back out of the level-up screen freely.
FYI I'm using KMRP 1.5.1 and KPM in my setup.
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1
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Ellhaim 0
This mod sorta works. Except that the model is very transparent. Especially on the metal/darker details of her outfit/model. Kind of unusable imo. Just makes me feel like I'm playing the ghost of Talon.
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Fantastic work!!! Quick question to any who read this: I'm a total rookie with modding, and in my most recent playthrough, when the camera executed the flyby when the HK-50s shot you down over the polar region(when they start speaking "Egotistical Boast") I saw the mod author's logo. Again, since I;m new to this, I likely made a mistake when I added them, so how can I correct it so I don't see the logo?
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lorddli 2
does what it says on the tin and i like it
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1
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Awesome mod! Some necessary powers filling out the pool, especially with Revitalize.
I don't know if this is cool, if not I will absolutely delete it... But I had AI upscale your icons so that they would work properly at high resolution (the images look basically identical, they're just 64x64 instead of 32x32).-
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Nice job !
ou plutôt dans ce cas Beau travail ! -
This Mod fixes all of the problems that I have when I got back to play this game on newer systems.
The dev behind this mod was quick to answer any questions I had since I was a Linux user of this mod.
Great quality mod, that fixes issues I was having in Ultrawide such as the dialogue windows not working on the first step of a new conversation (Typical on Ultrawide) as well as improving general stability of the game.
Would recommend for anyone playing the game.
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1
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Ok, I hope this helps perfect it because it's a good idea on paper. I'll keep it as "matter-of-factly" as possible.
My experience with this mod: My setup already had TSLRCM+M478PE+PartySwap as a foundation already running. I installed this mod, created a fresh, new character to test it out, made it to the Telos Citadel Station, and after the "house arrest" sequence wrapped up and I was free to move, the quest triggers, unknown to me, were compromised. For example: The ambush on Dock Module 126? The 5 thugs that attack you spawned, I fought them and beat them, but the dialogue script failed to recognize the instance, leaving the TSF NPC in an infinite "text box loop" saying "don't let them hurt the droid; the instance didn't close properly and, naturally, the journal quest didn't update. I reloaded a save file just prior to that beat and it played out correctly a second time. When I showed the "modified holdout blaster" to Lt. Grenn to pick up the "suspicious goods" quest? that dialogue with Grenn played normally, however the journal didn't log the "suspicious goods" quest at all. So, the masked thug that's supposed to ambush you in the Entertainment Module immediately after that dialogue didn't spawn. Another tell-tale sign that something was wrong is that the Dobo Brothers' Merchant Room was completely inaccessible: The door would not open, full stop. Also, one of the doors to the cantina turned into a "one-way" exit. You could exit out of the cantina through it but not go back in. The other door worked fine. And for some reason, some NPCs appeared with no head whatsoever, (though I'm uncertain of this last bit is related.) To solve these problems on my setup, I purged my game's Override, performed a Steam Integrity Check, and re-installed all my mods in the proper order, except this one. I hope this helps you perfect it.
EDIT: To be clear, I don't use the Steam Workshop for anything whatsoever; I only use Steam to launch the game. All my mods were installed through their respective standalone TSLPatcher executable.
Edited by jmorenobothwell -
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lorddli 2
Perfect companion mod to go along with KMRP
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You are the pillar of this community
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