834 files
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Energy shield damage fix
By R2-X2
In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120.
I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first.
This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives.
Using the TSLPatcher, compatibility is ensured.
13,546 downloads
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Rece's Elemental Robes (With Fix)
By Rece
UPDATED VERSION INCLUDES THE CORRECT FEMALE TXI FOR THE LIGHTNING ROBE!!!
Hey there!!!! This is just a small little mod that I decided to create to see what people think of animated robes!!!
This is somewhat a test to see if I want to release these kinds of robes or armors later on. So, be sure to leave feedback!!! Anyways, this mod adds four new robes to the game, each with special stats and a custom design!
The pictures depicted are not the full representation of the robes!!!!! If you want to view them (in somewhat bad quality) head to my YouTube channel (link in my signature) to see how they look animated!!!
You'll have to cheat the items into the game, because I couldn't really create a placeable since I was unsure about one of the modules.
Anyways, the codes are as follows:
recerobe200
recerobe201
recerobe202
recerobe203
Special Thanks:
Special thanks to Fair Strides for helping me out with a dummy mistake (not naming a .txi after the texture's name…) Thanks to my friends out there helping me decide what designs to use for the robes, as well as how they cycle through the textures (i.e: the speed, pulse, etc…)
282 downloads
0 comments
Updated
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Force Dustil
By forgetcanon
This mod has a very simple purpose: It forces Dustil to spawn in the Sith Academy whether Carth has told you about him or not.
This is a "no frills" mod. If you go to Korriban first, Carth will tell you about his son as though you've never met him later on. If you enter Korriba, Carth will harp on about Dustil until you resolve the quest. Future versions might revise it to account for these issues, but for now, all it does is make sure you're not screwed over on Carth's personal quest by doing Korriban first.
KNOWN BUGS:
The journal entry for the quest will only appear once you've spoken to Dustil should you choose to force the quest. If you encounter any others, please report them to me.
1,553 downloads
- dustil onasi
- carth onasi
- (and 1 more)
0 comments
Submitted
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Rece's K1 Lightsaber Mod (UPDATED+ADDON)
By Rece
READ THIS FIRST!!!!!!
WARNING, IF YOU HAVE THESE FILES IN YOUR OVERRIDE FROM THE FIRST VERSION OF THE MOD, THEN REMOVE THEM FROM THE OVERRIDE!!!!
m14ac.git
m14ae.git
m18aa.git
m18ab.git
m18ac.git
m20aa.git
m24aa.git
m25aa.git
m27aa.git
m35aa.git
m36aa.git
m37aa.git
m38aa.git
m38ab.git
m39aa.git
m41ac.git
m42aa.git
m44ab.git
m45aa.git
PART 1 (PART 2 IS WAY DOWN BELOW, MAKE SURE YOU READ THAT TOO!!!!}
Hey there everyone! This is my first lightsaber mod that I've made, so go easy on me alright?
This mod adds in plenty of lightsabers to the game to keep you satisfied, all customized as well as upgradeable. Every crystal except for one includes all three variations of the lightsabers (Short, normal, and double-bladed)
Anyways, this mod includes the following:
8 Solid-colored, awesome looking lightsabers
7 Duel-colored, awesome looking lightsabers (The core and outer glow are different colors)
5 Color changing, amazing animated lightsabers. That might be a bias opinion, but oh well
I have randomly placed the lightsabers throughout the game, some are hidden, others are in obvious areas. I wanted to mention however, that there is one lightsaber that is hidden so well, I don't think anyone will be able to find it. Trust me, it's really well hidden, and in an unexpected spot.
WARNING (YES, I HAVE TO TYPE IT IN ALL CAPS): THERE IS ONE LIGHTSABER (The very well hidden one) THAT IS ONLY AVAILABLE IN THE DOUBLE-BLADED FORM!!!! IF YOU TRY TO PUT THE CRYSTAL IN A SHORT OR NORMAL LIGHTSABER, IT WILL GLITCH OUT THE ITEM, AND DISAPPEAR! BE CAREFUL!
Installation:
Just run the TSLPatcher and let it do its work.
Manual:
Copy and paste all items into your override, but be careful since there's an upcrsystals.2da, which could severally mess up te lightsabers if you have any other mods. I can't guarantee compatibility.
Uninstallation:
Remove all of the files from your override, and throw in the backup of the upcrystals.2da into your override.
Anyways, while I always prefer people to find the items in-game itself, you can always cheat them in. Here are the codes for every item:
Burning White:
g_w_lghtsbr50
g_w_shortsbr50
g_w_dblsbr050
g_w_sbrcrstl50
Alizarin:
g_w_lghtsbr51
g_w_shortsbr51
g_w_dblsbr051
g_w_sbrcrstl51
Brandeis:
g_w_lghtsbr52
g_w_shortsbr52
g_w_dblsbr052
g_w_sbrcrstl52
Fuchsia:
g_w_lghtsbr53
g_w_shortsbr53
g_w_dblsbr053
g_w_sbrcrstl53
Sapphire:
g_w_lghtsbr54
g_w_shortsbr54
g_w_dblsbr054
g_w_sbrcrstl54
Dartmouth
g_w_lghtsbr55
g_w_shortsbr55
g_w_dblsbr055
g_w_sbrcrstl55
Cadmium:
g_w_lghtsbr56
g_w_shortsbr56
g_w_dblsbr056
g_w_sbrcrstl56
Alloy:
g_w_lghtsbr57
g_w_shortsbr57
g_w_dblsbr057
g_w_sbrcrstl57
Catalyst:
g_w_lghtsbr58
g_w_shortsbr58
g_w_dblsbr058
g_w_sbrcrstl58
Red Lightning:
g_w_lghtsbr59
g_w_shortsbr59
g_w_dblsbr059
g_w_sbrcrstl59
Paragon:
g_w_lghtsbr60
g_w_shortsbr60
g_w_dblsbr060
g_w_sbrcrstl60
Ichor:
g_w_lghtsbr61
g_w_shortsbr61
g_w_dblsbr061
g_w_sbrcrstl61
Arcanum:
g_w_lghtsbr62
g_w_shortsbr62
g_w_dblsbr062
g_w_sbrcrstl62
Kairos:
g_w_lghtsbr63
g_w_shortsbr63
g_w_dblsbr063
g_w_sbrcrstl63
Lovat:
g_w_lghtsbr64
g_w_shortsbr64
g_w_dblsbr064
g_w_sbrcrstl64
Malachite:
g_w_lghtsbr65
g_w_shortsbr65
g_w_dblsbr065
g_w_sbrcrstl65
Gamboge:
g_w_lghtsbr66
g_w_shortsbr66
g_w_dblsbr066
g_w_sbrcrstl66
Amethyst:
g_w_lghtsbr67
g_w_shortsbr67
g_w_dblsbr067
g_w_sbrcrstl67
Xanadu:
g_w_lghtsbr68
g_w_shortsbr68
g_w_dblsbr068
g_w_sbrcrstl68
Then there's the secret one that I'm not giving the codes for. Remember, don't use that one in a lightsaber other than a double-bladed!!!!
Btw, in case you do find it, it's called: "Ultimatum" and it's pretty funky/weird…
I hope you guys enjoy this mod! Leave suggestions for me either by PM on DS, LF, YouTube, or on my WIP thread on DS!!!
Youtube=RealRece Star Wars Gaming
Credits:
Fair Strides for helping me a lot like always, and making the TSLPatcher (I actually ended up making it, but he helped guide me through making it).
Thanks to all of my fans out there who said some great things about this mod while I was working on it, and for encouraging me to continue it. Also for making suggestions for several lightsabers too!
PART 2
This is part two of the readme, so whatever I guess. I'll make this one shorter. Anyways, the second mod of this mod adds in 20 new power crystals to the game. (The ones that actually give the lightsabers stats!!!) I really hope you guys understand how tedious the 1,800 tests were. Yes, 1,800 tests. Now, I know that's noter like what Hassat Hunter had to do for TSLRCM, but that's still a lot in my opinion.
Anyways, I included the saber crystals to different areas of the game. You will find one power crystal with one of the other lightsabers, so that's a bonus. Can you get lucky and find the really good ones??? We'll see
While I prefer you to actually find the crystals in-game, you can always cheat them in…
Here are the codes for the crystals: (I'm too lazy to list the names and the codes, so I'm only listing the codes…)
g_w_sbrcrstl01
g_w_sbrcrstl02
g_w_sbrcrstl11
g_w_sbrcrstl12
rececrstl71
rececrstl72
rececrstl73
rececrstl74
rececrstl75
rececrstl76
rececrstl78
rececrstl80
rececrstl81
rececrstl82
rececrstl83
rececrstl84
rececrstl85
rececrstl86
rececrstl88
rececrstl89
Hope you all enjoy this mod!!!!
Special Thanks:
Thank you to all of my supporters out there who really were excited to see this mod come out. I spent a lot of time working and testing out these crystals and sabers. Again, 1,800 minimum tests. And thanks to Varsity Puppet and Darth InSidious for help on trying to fix a problem that i was having. Thanks to Fair Strides again for helping like always, and finding the problem. Thanks to him, I was able to come up with a fix of the problem, although it isn't very pretty.
3,042 downloads
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No Dark Side Transitions
By R2-X2
I was always bothered by the abhorrent grey your face becomes as soon as you wander down the dark side a little too much, up to the point where I switched to a light side playthrough just because I couldn't stand the grey face anymore.
So I made a quick search and was actually quite surprised that nobody made such a small edit yet, so I made it myself.
What this tiny mod does is to simply remove the dark side's visual effects on your face. If this makes any sense lore-wise - I don't know and honestly don't care. I figured that there might be others sharing my displeasure over having your face all dead and grey, so I thought I'd upload it.
It uses the TSLPatcher to edit the heads, portraits and appearance.2da files, simply ****-ing out (nothing censored here, there are actually 4 aterisks) the dark side texture entries. Shouldn't give any compatibility problems with anything that doesn't specifically alter the dark side face transitions, dark side portraits and dark side underwear.
1,830 downloads
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Ajunta Pall's Swords Revamped
By Rece
Hey guys! What's going on? I've got a quick little mod that changes something that always annoyed me in K1. When you got Ajunta Paul's swords in his Tomb, they were basically useless. They didn't have any stats, you couldn't sell them for anything, so what was the point of using them other than looking cool? Anyways, I'm here to fix that! I made all four of the swords found in his tomb useful! I edited the stats, and made them avaialbe to actually sell for credits! But be aware, if you sell them you better have some credits in-store to buy them back!
NOTE: If you have the Weapon Model Overhaul Texture Rework, there is a version of my mod that is compatible with that mod (due to one of the files being the same)
NOTE 2: In the picture, not all stats are displayed. Also, the game glitches out some stats, and includes them twice. When you are actually using the weapons though, the stats are not doubled. It's just the game being weird.
39,290 downloads
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Sandpeople Disguise Drop Fix
By Kexikus
I didn't like the fact that as a lightside player you have to attack the sandpeople guards to get their clothing so that you can enter their enclave and help them.
And that fight was also really annoying. So I did some research and it seems as if in the XBox version, you can get the disguise from the sandpeople ambushing you.
I don't know why that was removed in the PC version, but I decided to add this option back in.
INSTALLATION
There are several possible versions of this mod available, depending on the number of disguises you want to get.
1. (Recommended): 1 Tusken per ambusher group drops the disguise. Since you only need two or at maximum three disguises and you get attacked quite often, this version should easily give you enough of them.
Copy tat18_tusken06.utc from this archives main folder into your Override folder.
2. 2 Tusken per group drop disguises.
Copy tat18_tusken05.utc from "Optional Files" into your Override folder. If you choose this version, do NOT copy tat18_tusken06.utc.
3. All 3 Tusken per group drop the disguises.
Copy tat18_tusken06.utc from the main folder AND tat18_tusken05.utc from "Optional Files" into your Override folder.
4. The Tusken attacking the sandcrawler drop disguises as well. This option can be combined with all three prievous options.
Copy tat18_tusken04.utc from "Optional Files" into your Override folder.
UNINSTALLATION
Delete tat18_tusken04.utc, tat18_tusken05.utc, tat18_tusken06.utc from your Override folder. Note: Depending on your installation choices, not all of those files may exist in your Override folder!
CREDITS
UTC Editing: Kexikus
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
5,107 downloads
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Cipher Gear
By darkbirdie
This mod will give your female player character a variation on the Scout clothes as their basic clothing--albeit sleeveless, and recolored for all your fashion needs. The vest part comes in brown, red, blue, and green; all are available for all skin colors (including a Chiss mod, detailed in the readme). There is also an optional .uti file for anyone who wants to be able to fight in this gear, which will allow you to spawn in a fairly strong armored version (no armor restrictions or Dex bonus cap, upgradeable, etc.).
Note: your height will change to that of a Scout if you're playing a Scoundrel or Soldier, run this mod, and put on basic clothing or the Cipher Gear armored version. If you wear anything else, it'll go back to normal.
326 downloads
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Scoundrel Trousers
By darkbirdie
It is a truth universally yadda yadda: the lady Scoundrel's starting gear looks uncomfortable. Put bluntly, F!Scoundrel has a stupendous wedgie. Her butt crack is alarmingly defined through her leggings AND underwear--which should not be happening unless those leggings are, like, industrial-vacuum-sealed. Which would be painful. And impractical. And also painful. Overall, not conducive to running around an exploding starship while fighting Sith troopers.
So I fixed it. I gave the female Scoundrel basic clothing a bit of a tune-up, making the butt crack less egregious and tweaking the texture to match.
May these new and improved trousers bear your Scoundrels to a comfortable and aesthetically pleasing victory!
Effusive burbling gratitude to forgetcanon, for extracting those pesky .mdl and .mdx files and for being a source of endless support and patience during my first foray into modding.
36,990 downloads
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Lightsaber and Force Forms
By InSidious
This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II.
Stats for the forms are as follows:
Form I: Shii-Cho:- Attack +1, Defense Bonus 2
Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3
Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher)
Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel)
Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian)
Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel)
Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian)
Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel)
Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel)
Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian)
Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular)
Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular)
Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular)
Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular)
Compatibility:
This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities
with any mod which alters or makes use of:
- the script slot for Entry 99 of kor35_utharwynn.dlg
- the script slot for Entry 0 of kor39_utharwynn.dlg
- the script slot for Entry 19 of dan13_belaya.dlg
- the script slot for Entry 1 of k_player_dialog.dlg
- unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script.
- Item 99 in the droppable list for kas25_wraid.utc
Credits:
Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed;
to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one;
to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod;
to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod;
Also to Sith Holocron and Fair Strides, who beta-tested for me;
And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience:
Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update.
Voice Overs:
Sith Holocron as the Sith Holocron;
Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh;
Melissa Trudeau as the Sith Trainer.
Locations of Holocrons / What they teach:
NB: Do not read if you want this to be a surprise!
****
Dantooine:
You learn the Shii-Cho during the initial training montage.
You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9.
You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11.
Korriban:
You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords.
You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow.
Kashyyyk:
You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands.
Unknown World:
You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple.
****
6,582 downloads
- kotor holocrons
- holocrons
- (and 8 more)
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Mandalorian Battle Blades
By InSidious
Blades such as this one are the weapon of choice for Mandalorians. A warrior used to make his first battle blade after his first victory. Each one is unique in its construction, and it is very rare to find one that is not with it's owner - most great Mandalorians are buried with their blade.
This mod adds two new weapons to the game, based on the bat'leths wielded by Klingons in Star Trek: The Next Generation etc. They are called Mandalorian Battle Blades.
One can be found in a strongbox in Davik’s Estate on Taris and has +2 Attack Bonus and +2 Slashing damage.
The other is Mandalore's Battle Blade, which can be found in the tomb of Tulak Hord on Korriban. This second weapon has +2 AB, +2 slashing damage, and the Keen item property. Its model is based on the Sword of Kah'less.
569 downloads
- kotor mod
- kotor mods
- (and 8 more)
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Halo Energy Sword
By InSidious
The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful.
Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields.
Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy.
This mod adds my version of the energy sword from Halo to the game. It's called the "Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has +3 attack bonus. It can be found on Taris, in the Garage Head's desk in the Black Vulkar Base.
579 downloads
- halo
- energy sword
- (and 5 more)
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N7 Valiant
By inyriforge
Installation Instructions
Copy the following folders into the override folder in your SWKOTOR directory.
iw_BlstrCrbn_002.tga
me3-valiant.tga
me3-valiant.txi
w_BlstrCrbn_002.mdl
w_BlstrCrbn_002.mdx
To uninstall, remove the above files from your override folder.
Description
This is a custom model of the N7 Valiant sniper rifle from Mass Effect 3, which was originally released with the Collector's Edition of the game and then later added to multiplayer for everyone as a possible reward for the game's weekend operations.
This gun took an extensive amount of modeling and, more importantly, texture work to complete. Construction began on June 12th 2012 and completed on February 7th 2013 for an insane build time of almost 7 months. I am easily distracted, which is the only reason it took this long. Probably because I've clocked over 400 hours in ME3 multiplayer...
This mod will replace the 2nd blaster carbine model, which corresponds to the Sith Assault Gun. The choice was made to overwrite an existing gun to maximize compatibility, however with a little elbow grease you can add this as a custom gun that you can add to your inventory with whatever crazy stats you'd like. This gun includes a TXI file to make bits of the gun shine at different angles. This is used minimally to emphasize the gun's battle damage.
608 downloads
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Sonic Screwdriver
By InSidious
Description
The sonic screwdriver comes from the planet Gallifrey, in the constellation
of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock
things, it also has its uses as a weapon, particularly against machines.
Damage Bonus, Sonic +2
Damage Bonus vs. Droids, Ion +1-4
Repair +2
To get it in-game, it can be purchased from Crattis Yurkal on Dantooine.
Alternatively, you can get it by typing "giveitem di_ssd_01"
and "giveitem di_ssd_02" into the console, without quote,
and hitting the return key.
This mod adds two items to the game: a weapon, the stats of which are
outlined above, and a useable item. The useable item will allow the player
to open closed doors and unlock placeable items, dependent on scoring 15 or
higher on a random number generator out of 20. If not, the effect will fizzle.
The player also needs to have the sonic screwdriver weapon actually equipped
at the time in order to use this.
N.B.: This mod is incompatible with any other which modifies the file
"dan13_crattis.dlg".
Installation
Double click on "Install Sonic Screwdriver for KotOR I", and hit the "Install Mod" button.
Uninstallation
Remove the following files from your Override folder:
di_ss_01.ncs
di_ss_01.tga
di_ss_01.txi
di_ssd_01.dlg
di_ssd_01.uti
di_ssd_02.uti
ip_pltuseitem_241.tga
iw_SonicPstl_241.tga
w_SonicPstl_241.mdl
w_SonicPstl_241.mdx
If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game.
Credits & Thanks
-Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly;
-Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model;
-Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground.
-Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .
Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask me first.
430 downloads
- kotor mod
- kotor mods
- (and 8 more)
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Canon Galaxy Map for KotOR 1
By Kexikus
=========================================================================
CANON GALAXY MAP FOR KOTOR
by Kexikus
=========================================================================
ABOUT
This mod changes the position of all planets on the galaxy map to roughly their canonical positions. I also included a new icon for the starforge and enlarged the planets to the same size as in KotOR 2 TSL.
In version 1.1 I added support for RedHawke's Ord Mantell mod. Additionally I included a new texture for Ord Mantell so that it does no longer share Korriban's texture.
INSTALLATION
Simply let TSL Patcher do its magic. It should find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe.
UNINSTALLATION
Delete galaxymap.gui and lbl_strfrge.tga from your Override folder and copy galaxymap.gui from this mods backup folder into Override. Note The second step is only necessary (and possible) if you had galaxymap.gui in your Override folder when installing this mod.
INCOMPABILITIES
It's obviously incompatible with any mod that changes the size and position of the planets andor changes the Starforge icon, but aside from that there are none I know of. Note Since this mod only changes the placement of vanilla planets (for now), these positions might interfere with planets added by mods. This shouldn't be gamebreaking in any way but could look ugly on your galaxy map.
CREDITS
Mod by Kexikus
TSL Patcher by stoffe
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
9,432 downloads
0 comments
Updated
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KOTOR Bug Fix Attempt
By danil-ch
========================================================
A KNIGHTS OF THE OLD REPUBLIC I: MODIFICATION
KOTOR Bug Fix Attempt 1.1.2.
========================================================
Author: danil-ch
Contact: danil-ch can be reached via pm at deadlystream.
Filename: K1_BugFixAtt_1.1.2.rar
1. Description:
----------
This mod is an attempt to fix some bugs and inconsistences in SWKotOR.
*Global
- Fixed: k_hcar_dialog.dlg - some DS lines were unavailable
- Improved: k_hjuh_dialog.dlg - activated one line about idolizing Revan
- Fixed: k_hjuh_dialog.dlg - a bug which prevents Xor from ever appearing
*Tatooine
- Fixed: Calo Nord’s soundset
- Added: Activated Bastila's lines regarding her father's holocron
*Leviathan: Interrogation
- Fixed: Camera angles during Interrogation
*Leviathan: Confrontation with Darth Malak
- Fixed: Bastila no longer turn off her lightsaber after Revelation cutscene
- Improved: Proper Bastila and Carth positioning after Revelation cutscene
- Fixed: Malak's grunts sound added
*Unknown World: Finale scene on the beach
- Improved: Carth romance lines were only accessible if Juhani is recruited
- Fixed: HK and T3 lines were unavailable
- Improved: Some small tweaks to this scene
* Star Forge: Confrontation with Bastila
- Fixed: “Pause” animation (wrong participant)
- Fixed: Wrong speaker for “You are wasting your time…” line
- Tweaked: Camera angle for several lines were tweaked for consistency sake
Recommended mods/additions:
- Markus Ramikin’s Bastila Romance Scriptfix 1.0
http://deadlystream.com/forum/files/file/1086-bastila-romance-scriptfix/
- Salk's KotOR Dialogue Fixes 2.0 (Fixes various typos in the English version of the game)
http://deadlystream.com/forum/files/file/362-kotor-dialogue-fixes/
- Kainzorus Prime's Korriban and Manaan Music Fixes (correct music now plays)
http://deadlystream.com/forum/files/file/341-korribanmanaan-music-fix/
- Red Hessian's Desert Wraid and Shyrack Texture Fix (proper textures)
http://deadlystream.com/forum/files/file/323-desert-wraid-shyrack-texture-fix/
- Kexikus' Manaan Quest Endings
http://deadlystream.com/forum/files/file/557-proper-manaan-quest-endings/
- Kexikus' Fixed Shields (Shields now block the proper damage types)
http://deadlystream.com/forum/files/file/548-energy-shield-damage-fix/
2. Install:
----------
To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR1 folder. Simply run “install.exe” from within the "Main Patch" folder.
3. Uninstall:
----------
To uninstall, remove the mod files from the Override folder and remove sta_m45ac.mod, tat_m18ac.mod from Modules folder.
4. Bugs:
----------
This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
5. Permissions:
----------
You can freely distribute/include this mod, as long as you give credit.
6. Credits:
----------
Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
11,191 downloads
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Revan's Jedi Robes
By ZimmMaster
***********************************
Knights of the Old Republic
***********************************
TITLE: Revan's Jedi Robes (2.0)
AUTHOR: ZimmMaster
FILENAME: ZM_JediRevanV2.0.7z
FILESIZE: 7.56 MB when unzipped
WEBSITE: http://knightsoftheoldrepublic.filefront.com/developer/ZimmMaster;29005
-----------------
» DESCRIPTION
-----------------
This mod takes the ever popular Darth Revan Robe and gives it a Jedi feel to it. This version includes the robes as a seperate item so it can be used in conjunction with the original Darth Revan robes. Also included are several items that can be used only by Revan. The robes and mask come with unique icons. All complete with TSL Patcher installation. All the items can be obtained in the game without the cheats.
-----------------
» INSTALLATION
-----------------
Simply run the TSL Patcher and follow the on-screen instructions.
------------------------------------
» HOW TO OBTAIN THE ITEMS IN-GAME
------------------------------------
Immediately following the second Bastila-Malak confrontation scene (the scene where Bastila throws her lightsaber at Malak) look for a datapad near the sealed door. This datapad is essential to get the items. It talks about a secret compartment in the cargo hold on the Ebon Hawk.
Escape the Leviathan and proceed through the conversation following as normal. After which you should find yourself in the cockpit. In order for the compartment to appear, you must speak to Carth about how he feels about you being Revan. It was not my first choice to have the mod work like this but sometimes you have to work with what you have.
Following the conversation the compartment should appear. Proceed to the cargo hold and near the spice container. It should be on the floor to the left. It will be locked and it will stay that way unless you have the datapad that Bastila dropped. If you have it, the compartment will open and you will get the items.
---------------
» KNOWN BUGS
---------------
- During the installation, you may receive a warning saying 'Warning: Invalid column label "driveanimrun" encountered! Skipping entry...' I have no idea why this happens. If you get this you have to input the entry yourself. Simply open your modified appearance.2da file found in your Override folder using the KOTOR Tool, scroll down to the bottom of the list to the new entry, and input "3.96" in the driveanimrun column.
If you find any more feel free to send me a Private Message over on LucasForums (username: ZimmMaster).
-----------
» CREDITS
-----------
- Fred Tetra, for creating his awesome KOTOR Tool that makes us modders job a lot easier
- GIMP, awesome image editing program that I use for my texture edits
- HazardX, for creating his very useful script compiler
- Sithspecter, for creation the Revan's Flowing Cape and Belt Fix that I altered for use in this mod
- MrObiWan, for creating a script used to help test the in-game functionality of this mod
- harIII, for his video tutorials which helped me with my scripting
- DarthJango/Weasley, for his idea that helped get the mod completed when I was completely stuck
- Various tutorials found in Holowan Labs that helped with the scripting parts of this mod that was causing me so much trouble
----------------
» PERMISSIONS
----------------
- Permission granted by Sithspecter to modify and use his Flowing Cape and Belt Fix in this mod.
---------------------------------
» DISTRIBUTION AND USAGE NOTES
---------------------------------
This mod or any of its individual components may not be modified or distributed without the explicit permission of the author unless restricted to your own personal usage.
---------
» LEGAL
---------
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
4,696 downloads
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Classes, Feats, Powers, and Skills Tweak
By MVacc224
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher.
Changes
1. Soldier’s Base Skill Points increased from 2 to 4.
2. Jedi Consular’s Base Skill Points increased from 2 to 6.
3. Jedi Guardian’s Base Skill Points increased from 2 to 4.
4. Jedi Sentinel’s Base Skill Points increased from 4 to 8.
5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20.
6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20.
7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20.
8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20.
9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20.
10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20.
11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20.
12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20.
13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class.
14. T3-M4 (Expert Droid Class) granted 2 extra feats.
15. Scoundrels gain Treat Injury as a Class Skill.
16. Protagonist Soldier & Scout gain Persuade as a Class Skill.
17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up.
18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
6,930 downloads
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Health Regeneration
By MVacc224
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod alters regeneration.2da to add out of combat automatic vitality regeneration as seen in TSL to K1 by using the TSL Patcher.
Changes
All characters will now regenerate vitality automatically when not engaged in combat.
9,952 downloads
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Qui-Don Jorn's Sabers 4.0 KotOR Conversion
Author:
Qui-Don Jorn/Kainzorus Prime
Mod Name:
Qui-Don Jorn's Sabers 4.0 KotOR Conversion
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
This mod converts the 4.0 version of Qui-Don Jorn's default replacement hilts from TSL to KotOR.
2. Installation:
=========
Copy all the files into the Override folder. Overwrite as necessary.
3. Compatibility:
=========
Mod is incompatible with other default hilt replacements, obviously.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
4. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
12,765 downloads
- Qui-Don Jorn
- Saber
- (and 4 more)
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Visually Distinctive WeaponTypes
By Malkior
This mod is actually quite old. I submitted it a while ago for testing purposes, but never got to actually uploading it for DS.
Basically it's a retexture of all of the different weapon's effects for each ammo type. Each bolt is customized so that no longer do the disruptor and ion weapons have the same muted white blob. After a little while, I also got into editing the bowcaster as well, so now it has something more akin to its appearance on the Jedi Knight games. All of the weapon's effects are edited.
Installation:
This mod uses the TSLPatcher to install, so just follow the instructions and it'll do its thing.
<</ Notes for update for 1.1
There were a few files that I somehow forgot to include in the original installation TSLPatcher.
So if you already installed my version 1.0 of this mod, I have included in this download the fixed files
to be dropped into the Override, so that you won't have to reinstall this mod.
However, the TSLPatcher will now install everything properly as well.
Uninstallation:
Replace the ammunitiontype.2da in the override with the one found in the TSLPatcher backup folder and delete the files listed in the tslpatchdata from the override as well
Permission:
Please don't this in your mod without my permission
Thanks:
Adobe for the Photoshop, Lucasarts and Obsidian for making Kotor 2; with which none of this would be possible,
Mav for his easy to use and informative TSL Blaster Bolt Retexturing Tutorial link:http://www.lucasforums.com/showthread.php?t=168268
, FairStrides for his input and initial testing
, SithHolocron for the assistance and advice
, The rest of the DeadlyStream community for remaining helpful and supportive for all of this time,
and George Lucas for creating Star Wars in the first place
4,014 downloads
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[KotOR] Fixed Proficiency/Focus Feat Icons
Author:
Kainzorus Prime
Mod Name:
Proficiency/Focus Feat Icons Fix
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
This mod fixes the oversight which set the icons for weapon proficiency feats to use the ones meant for weapon focus feats, and vice versa.
2. Installation:
=========
Drop all the files into the override. Overwrite as necessary.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
4. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp.
Obsidian are trademarks of Obsidian Entertainment.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
14,782 downloads
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SpaceAlex's K1EP - Invisible Head Fix
So, not too long ago, SpaceAlex released his long-awaited K1 Enhancement Pack to the public as a modder's resource. However, for those wishing to use it as just a mod, not a resource, it was frustrating to discover that some heads had been rendered invisible by some head models being missing. With this little fix (installed by the TSL Patcher) I have corrected the missing head problem.
2,272 downloads
- KotOR 1 Enhancement Pack
- K1EP
- (and 3 more)
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[KotOR] Prequel Robe Replacement
Author:
Kainzorus Prime, Darth DeadMan
Mod Name:
KotOR Prequel Robes Replacement 1.1
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
This mod replaces the default Jedi and Dark Jedi robes with the styles seen in Episode I-III. Includes new icons, texture for Qel-Droma robe, optional replacement for Jedi robes worn by NPCs, as well as optional replacement for Star Forge/Darth Revan’s robes.
2. Installation:
=========
Copy the files from the Main Mod folder into the Override. Overwrite all if prompted. Install optional components from specified folders into the Override as you want.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
Varsity Puppet - Discovered the cause of model crashes on macs; fixed half the models.
Fair Strides - Fixed the other half of the models; relayed information between Kainzorus and Varsity Puppet.
4. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
25,757 downloads
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[KotOR] NPC Overhaul Mod
Author:
Kainzorus Prime
Mod Name:
KotOR NPC Overhaul Mod
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
This mod attempts to rectify the clone effect as much as possible by differentiating the characters where applicable, reassigning the sound sets and giving the characters different equipment to fit better with the story.
2. Installation:
=========
Run the patcher and let it do its magic. If you also use the Sunry Murder Recording Enhancement mod, copy the .mod file from the compatibility folder and overwrite the one in the game's "modules" folder.
3. Compatibility:
=========
The patcher ensures compatibility with most other mods, except those which also use .mod files that alter the same areas as this mod.
A compatibility patch for Sunry Murder Recording Enhancement mod is included.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
4. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
17,039 downloads