834 files
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Quanons and Marius Praetorian Armour Pack
By Quanon
This mod will install a unique armour for your
Jedi Character. Nothing gets replaced, the armour works as a disguise.
Like the Sith armour or the Tusken Raider clothes in the game.
Because the armour works as a disguise you automatically also wear the helmet.
Though I've included the helmet as a seperate item, so it can be used with
any other armour/ clothing from the game to.
Happy gaming!
689 downloads
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Extreme Conditions Combat Robes
By InSidious
A.M.D.G.
Extreme Conditions Combat Robes
Description
Defense bonus vs. Slashing 1
Damage Resistance Cold 10/-
Damage Resistance Fire 10/-
Blaster Bolt Deflection Increase +1
Designed for combat in extreme weather conditions, these robes are seen mostly in ue by Jedi in arctic and desert environments
Members of the Jedi Order typically wear plain or unassuming garments.
These robes can be bought at the Dock on Tatooine.
Installation
Double-click the "Install Extreme Conditions Combat Robes Mod" executable (.exe file),
then just click the “Install mod” button and follow the on-screen instructions.
Uninstallation
To uninstall the mod from a fresh install, you will need to delete the following files:
di_eccr_01.uti
kas_twostore.utm
PFBI56.tga
PFBI56.txi
PMBI56.tga
PMBI56.txi
ia_jedirobe_056.tga
Incompatibilities
This mod uses the TSLPatcher, and should be compatible with most other mods. However, you may
experience compatibility issues with other mods that alter the file "kas_twostore.utm", or which
use a file called "PMBI56.tga" or "PFBI56.tga".
1,023 downloads
- kotor mod
- kotor mods
- (and 5 more)
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Quanons Saberhilt Pack
By Quanon
Quanons Lightsaber Pack
================================================================
IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.
WARNING: THIS INSTALLER MAY REPLACE ANY FILES OF THE SAME NAME THAT ARE ALREADY PRESENT IN YOUR OVERRIDE FOLDER!
================================================================
Description: This mod adds 4 new lightsaber hilts to the Kotor 1 game.
================================================================
Directions:
Use the TSLpacther.exe to easely install this mod or for manual install copy the following files
from tslpatchdata folder to your Override folder:
Dialogue files:
- dan14_jon.dlg
- kas24_jolee_01.dlg
- tar04_shaleena.dlg
- tat17_01cust_01.dlg
MDL and MDX files:
- w_lghtsbr_065.mdl
- w_lghtsbr_065.mdx
- w_lghtsbr_066.mdl
- w_lghtsbr_066.mdx
- w_lghtsbr_067.mdl
- w_lghtsbr_067.mdx
- w_lghtsbr_068.mdl
- w_lghtsbr_068.mdx
NCS, script files:
- q_saberpack01.ncs
- q_saberpack02.ncs
- q_saberpack03.ncs
- q_saberpack04.ncs
TGA and TXI files:
- QSablillyTex.tga/ .txi
- Var_Sab4Tex.tga/ .txi
- Var_SabTex01.tga/ .txi
- Var_SabTex003.tga/ .txi
Icon TGA files:
- iw_lghtsbr_065.tga
- iw_lghtsbr_066.tga
- iw_lghtsbr_067.tga
- iw_lghtsbr_068.tga
UTI and UTP files:
- Q_evenstlghtsbr.uti
- Q_lilylghtsbr.uti
- Q_rightlghtsbr.uti
- Q_sceptlghtsbr.uti
- q_backpack.utp
- q_chewcorpse.utp
- q_lostpile.utp
- q_rubblepack.utp
================================================================
USING CHEATS:
When you're not planning to replay the game from the start or your further in and want to use the hilts
just copy the UTI files, MDL and MDX files, TGA and TXI files to your override.
Use the following cheats or KSE_333 to get the items:
giveitem q_evenstlghtsbr
giveitem q-righlghtsbr
giveitem q_lilylghtsbr
giveitem q_sceptlghtsbr
================================================================
SPOILER LOCATIONS:
Talk to shaleena on Taris to find The Lily of Felucia in a backpack.
Go out of the camp, through the gate, turn right. Next to big block of concrete you'll
find the backpack.
When finishing your Jedi training on Dantooine, you're free to explore it's plains.
Not far out the doors of the academy, you'll meet Jon. Who's upset by the Mandalorians raiders
killing his daughter. After that brief conversation, follow the left path to the old Rakata Ruins.
On the way you'll encounter a pack of Kath Hounds, between some rocks. Defeat the beasts, look between
the rocks for a 'chewed up' corpse of a poor Jedi. The Righteous Hand of Mercy is on the body.
On Tatooine the dock officer approaches you when you first land on the planet.
Look at the back of the docking area, left of the Ebon Hawk to find a pile of clothes.
You just found the The Evenstar of the Blue Dawn.
On Kashyyk when you first meet Jolee; follow him to his hut. After some chit chat with the
old Jedi, follow the right branch/ path (south west on the map), just after where Jolee is located. Walk to the end, under
the big branch/ root you'll find some rubble. It contains the Sceptre of Conthu.
================================================================
Credits:
All made by Quanon.
================================================================
Disclaimer: By downloading and using this mod you agree that we will not be held responsible if anything goes wrong with your computer because of your use of our files. Use our mods and files at your own risk.
================================================================
Star Wars Knights of the Old Republic (KotOR I) and Star Wars Knights of the Old Republic II: The Sith Lords (KotOR II) are copyright © LucasArts, Bioware and Obsidian Entertainment respectively. No copyright infringement is intended by me.
My special thanks to everyone who's made a tool or program that helps out with modding KotOR, especially those found at http://www.starwarsknights.com/tools.php
Questions? Contact any of us at Lucas Forums in this thread: http://www.lucasforums.com/showthread.php?p=2839164#post2839164
2,814 downloads
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K1 Player Character Height Adjustment
By L0ki194
Name: KOTOR Main Character Height Adjustment
Installation: Dump the files in your override.
Description: For those who don't know, in Knights of the Old Republic, Your Player Character's height depends on what class you pick at the beginning of the game. Soldier is the tallest (PMBBL), Scout is in between (PMBBM), and Scoundrel is smallest (PMBBS). In TSL, however, you're stuck at Medium height no matter what (At least I think so.).
Now, personally, I like my character's to be as tall as they can be, but I've also included files for if you want to be Medium, or Short.
NOTE: These should only affect the models of YOUR character when they wear Armors, and Jedi robes. Does NOT affect Clothing, Underwear, or Revan/star Forge Robes
2,326 downloads
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K1 - Clone Wars Armors
Authors:
Kainzorus Prime, Darth DeadMan, Fair Strides, DarthParametric
Mod Name:
Clone Wars Armor Pack
*************************
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 will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of Republic Trooper aboard the Endar Spire, or use the console commands.
2. Installation:
=========
Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods.
3. Usage
=========
All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Endar Spire, marked “Republic Quartermaster Corpse”.
Item codes are as follows:
clone_clean - Clean Episode III Armor
clone_dirty - Weathered Episode III Armor
clone_blue - 501st Legion Armor
clone_red - Shocktrooper Armor
clone_green - 442nd Siege Battalion Armor
clone_yellow - 212th Attack Battalion Armor
clone_grey - 41st Elite Legion Armor
clone_star - 327th Star Corps Armor
clone_neyo - 91st Reconnaissance Corps Armor
clone_shadow - Shadowtrooper Armor
clone_para - Paratrooper Armor
clone_marine - Galactic Marine Armor
clone_gree - Commander Gree’s Armor
clone_cody - Commander Cody’s Armor
clone_bacara - Commander Bacara’s Armor
clone_bly - Commander Bly’s Armor
clone_deviss - Captain Deviss’s Armor
clone_commando - Commando Armor
clone_boss - Delta-38’s Armor
clone_sev - Delta 07’s Armor
clone_fixer - Delta 40’s Armor
clone_scorch - Delta 62’s Armor
clone_classic - Clean Episode II Armor
clone_captain - Clone Captain Armor
clone_commander - Clone Commander Armor
clone_sergeant - Clone Sergeant Armor
clone_lieutenant - Clone Lieutenant Armor
arc_basic - ARC Trooper Armor
arc_red - ARC Captain Armor
arc_blue - ARC Lieutenant Armor
arc_yellow - ARC Commander Armor
dc-15a - DC-15A Blaster Rifle
dc-15s - DC-15S Blaster Carbine
4. Credits:
===========
Special thanks to:
MarcusLeCoy - Original 501st Legion texture.
Dark_Cuillere - Original Commander Cody texture.
Ruku - Most of original Episode III Clone textures.
Pahricida - Original DC-15A model and textures.
SoM3 - Original DC-15s model and textures.
Holowan Laboratories - For all the great resources.
5. 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.
6,387 downloads
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Sleheyron Demo
By Sithspecter
Ladies and gentlemen, I have a very special treat for you today.
Several years ago my laptop containing all my former mod files was stolen. Obviously there was no option to recover any of those files. I had assumed that all the Sleheyron files were lost with this theft. However, today, almost five years after the fact, I discovered that I had uploaded the Sleheyron mod in its entirety onto my old Mediafire account! After checking it out, I've got good news and bad news.
Bad news! It's not finished. Much is incomplete and there's not a whole lot there.
Good news! What's there works, and it works great! There are 3 brand new areas that function quite flawlessly. Included are the landing pad, a Sleheyron street module, and a cantina. The landing pad is in a pretty solid state and has NPCs and dialog and sounds. The street is completely desolate, but there are a number of doors that could eventually be put to use. The cantina is about 1/4 finished, but it's something.
I encourage you to download this, create a new override folder, and check it out for old time's sake.
Throw everything except the .mod files in your override folder. The .mod files go in the modules folder. Have fun!
Also, feel free to use these modules in any mods you want to make. Credit would be nice, but not required.
1,203 downloads
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Lost Modules Pack
By InSidious
Not really a mod, more of a modding resource. Here I've gathered the 7 most useful
'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially
just room models in the game files. Why do I say 'most useful'? There are a few more -
one of which is a slice of corridor, and several bits of the Unknown World temple-top,
but none of these are much different or much more useful than the already existing modules,
or the ones I have packaged here. Neither are they particularly exemplary.
And so, here they are. I would guess that the modules' functions would be:
m19aa - the original Tatooine temple, in which you had to retrieve the information from
the Star Map inside a Sarlacc's maw.
m21aa - Evidently a Czerka depot, possibly on Korriban.
m25ab - Part of Kashyyyk, possibly the level of the Shadowlands that was cut?
m45mg - Some kind of early Tatooine swoop racing area?
m47aa - ? Used for a cutscene that no longer appears in-game?
PLCaa - Some kind of basic area functionality test, at a guess.
MQATester - Darkkender thought this was possibly for Quality Assurance,
and it would seem likely that it was either for this, or E3.
A few notes
-----------
-M45MG - The booster pads and obstacles were set in the .git and .lyt files, as I recall,
and are copied straight from the ones in the final version of the Tatooine swoop
track. I would recommend caution when editing these settings. Also, for using
this area in-game, it is very much advisable to use the included .vis file.
Otherwise you won't be able to see where you are going.
-M19AA - Likewise on the .vis file being compulsory.
-M21AA - I have heard that this can sometimes crash. If this is a problem,
try removing the placeables from the .git file, and recompiling.
723 downloads
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Korriban Academy Workbench
By InSidious
A little while ago it struck me - The Dantooine Jedi academy has a workbench,
but the Korriban Academy didn't, which can be very inconvenient. In fact, there
wasn't one on all Korriban.
This mod fixes all that! Now there is a workbench in the little room which leads
to the Valley of the Dark Lords. It's just on the left as you come in.
The only mod conflict that there might be is if someone else's mod modifies Master
Uthar's dialogue.
31,495 downloads
- korriban
- korriban workbench
- (and 8 more)
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Sleeveless 'Starkiller' Robes
By InSidious
This mod replaces the default game male Jedi robe models with sleeveless ones, inspired by Starkiller’s robes
in The Force Unleashed 2. The mod also reskins the Qel-Droma Robes for males so that they look more like
the robes worn by Starkiller at the start of TFU2. These changes will only affect the PC and Jolee.
Other characters will wear ‘sleeved’ robes as normal.
703 downloads
- starkiller
- robes
- (and 8 more)
0 comments
Submitted
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Four Force Powers
By InSidious
This mod adds four new, three-tier Force Powers to KotOR - Rage, Scorch, Revitalise and Floating Lightsabres. 1 is Light Side, 1 is Dark Side, and there are two Universal Force Powers.
You may recognise a few of these names from TSL or Jedi Academy, and that's because I have now recreated them for K1.
Rage: Dark Side power, available at Level 13. Gives the user a bonus of +4 to Strength, +3 to Dexterity,+2 to Constitution for 20 seconds and a 50% speed bonus, while there is also a penalty of -3 to Intelligence, -2 to Wisdom, -1 to Charisma; after that the character's FPs are severely depleted, as are the character's VPs. Further, the penalties to Wisdom/Intelligence/Charisma remain, and the bonuses to Strength, Dexterity and Constitution are now penalties for 10 seconds.
Knight Rage: Dark Side power, available at Level 16. Same as above, but the bonuses have increased to +4 STR, +4 DEX, +3 CON, and the penalty has increased to -4 STR, -3 DEX, -3 CON; the WIS/INT/CHA penalties remain the same.
Master Rage: Dark Side power, available at Level 19. Same as above, but the bonuses have increased to STR +5, DEX +4, CON +4; the penalties remain the same.
Revitalise: Light Side power, available at Level 9. Allows you to restore to life any non-droid party member killed in combat, restoring 10 VPs.
Knight Revitalise: Light Side power, available at Level 12. Same as above, but will restore 20 VPs.
Master Revitalise: Light Side power, available at Level 15. Same as above, but will restore 30 VPs.
Scorch: Universal power, available at Level 9. Projects a spray of flame at the target, causing damage.
Knight Scorch: Universal power, available at Level 12. Same as above, but does twice the damage.
Master Scorch: Universal power, available at Level 15. Same as above Scorch, but does three times the damage.
Floating Lightsabres I: Universal power, available at Level 10. Spawns a single lightsabre, to help you in combat, which lasts for 20 seconds . Without giving too much away, this should remind people who've played TSL of the final battle...These sabres will be a different colour depending on your alignment if you are Light Side – blue for guardians, green for consulars, yellow for sentinels, or red if you are Dark Side.
Floating Lightsabres II: Universal power available at Level 13. Same as above, but spawns two lightsabres, which last for 30 seconds.
Floating Lightsabres III: Universal power available at Level 16. Same as above, but spawns three lightsabres, which last for 40 seconds.
Known Bugs:
-The floating lightsabres have humanoid shadows. Sorry, but this seems to be someting to do with the game engine itself...
-Some people - those with Radeon graphics cards, in particular - may run into some graphical issues - namely, the lightsabres appearing to have an all-black 'body'. I've tried to get rid of this effect, but have had no luck so far.
-For some reason, I occasionally have problems with the KotOR Tool .utc editor when I use this mod. This may just be a problem for
my system, though.
5,425 downloads
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Weapon Model Overhaul Texture Rework
The goal of the Weapon Model Overhaul Texture Rework is to make use of wonderfully made weapon models, created by Toasty Fresh, in order to replace the vanilla weapons models and textures with high quality, high resolution ones, that still look and feel like the original game's weapons.
NOTE: THIS MOD NEEDS TOASTY FRESH'S WEAPON MODEL OVERHAUL IN ORDER TO WORK PROPERLY! INSTALL IT FIRST! DOWNLOAD HERE: http://www.lucasforums.com/showthread.php?t=213484
10,698 downloads
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canon revan's hair for default's faces
By valten7
With this modification you can role-play and make as if your favorite Revan's face would grow hair during his adventure. To use the head models just put the files that you want in your override folder from Kotor 1.
Both sides have been tested by me without any bugs, but I don't know if there may be any conflict in the long run.
You can also use any custom skin from the default heads with this mod, there is no problem because it uses the PMC04 skin for the hair.
If there is any bug please contact me on lucasforums.
Credits to all the people who have done tutorials on modifying Kotor, thanks to them this conversion was possible.
2,398 downloads
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Bodies Stay
By jonathan7
AUTHORS: SpaceAlex and jonathan7
EMAIL: contact via release thread at www.lucasforums.com- KotOR section
NAME: Bodies Stay (for K1)
VERSION: 1.0
CREDITS: Fred Tetra - a legend.
FILENAME: Bodies_Stay_K1.zip
FILE SIZE: Around 1MB Unzipped
DATE RELEASED: 06/02/2009
DESCRIPTION: This mod stops bodies from fading away. They will only disappear if you leave the module or load a savegame after killing a bunch of enemies.
INSTALLATION INSTRUCTIONS: Just click on “Install Mod” and select a folder in which KOTOR I is installed (not the Override folder).
COMMENTS: This mod most likely requires a good PC to keep the game running smoothly, but since corpses are static objects (means they don't require any processing power), all that you'll probably need is a graphic card that's less than 3 years old.
BUGS: There should be none, but if you happen to run into a corpse that *should* fade away (like the Terantanak) immediately after you "extract" the soul from it but does not, contact either myself or jonathan7.
PERMISSIONS: Give credit to Space Alex and j7 should you wish to use this in a mod
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.
10,887 downloads
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Sith Stalker
By jonathan7
DESCRIPTION: Adds a custom charachter to the Endar Spire and new suit for the PC...
INSTALLATION INSTRUCTIONS: Run the patcher… After it has finished you will need to go to the "Streamwaves" folder copy the file "qgss01" from "For mo1aa" into "mo1aa" in your KotOR directory which will something like either of the following;
C:\Program Files (x86)\LucasArts\SWKotOR\streamwaves\m01aa
or
C:\Program Files (x86)\Steam\steamapps\common\swkotor\streamwaves\m01aa
Once that is done the mod is installed... Enjoy
AUTHORS: Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet and j7
EMAIL: contact via release thread at www.lucasforums.com- KotOR section or at the Deadly Stream release thread
NAME: Sith Stalker
CREDITS: Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet
FILENAME: SithStalker
FILE SIZE: Around 5MB Unzipped
DATE RELEASED: 27/10/2013
COMMENTS: Many thanks to all the different modders involved in creating this mod, it will be aprt of Force Fashion K1, but for now this is a taster;I should of released this much sooner than I did, sorry to all the others who contributed to the mod; especially Qui-Gon Glenn. I'm still reacquainting myself with TSLpatcher so am hoping to create a better installer soon, however this has been waiting too long to be released...
BUGS: Hopefully none.
PERMISSIONS: Credit must be given to all the above authors.
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.
2,091 downloads
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Character Start Up Change
By jonathan7
AUTHOR: jonathan7
EMAIL: Message me via lucas forums user name is jonathan7
NAME: Character Start Up Changes
CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher.
FILENAME: Character Start Up Changes
FILE SIZE: 725kb unzipped
DATE RELEASED: 12/12/2010
DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone.
INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough!
COMMENTS: Enjoy!
BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p
PERMISSIONS: PM me at LF to discuss useage.
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.
65,598 downloads
- Charachter
- Start
- (and 2 more)
-
Korriban/Manaan Music Fix
Author:
Kainzorus Prime
Mod Name:
Korriban/Manaan Music 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
===========
During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas.
The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music.
Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one.
This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music.
2. Installation:
=========
Run the patcher and let it do its magic.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
Zbyl2 - Patcher help.
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.
Author:
Kainzorus Prime
Mod Name:
Korriban/Manaan Music 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
===========
During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas.
The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music.
Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one.
This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music.
2. Installation:
=========
Run the patcher and let it do its magic.
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.
12,617 downloads
-
PC Response Moderation
Author:
Kainzorus Prime
Mod Name:
PC Response Moderation
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
Ever since my first playthrough, I always found some of the PC responses to range from jarring to downright idiotic. Mainly the ones ending with exclamations.
The light side responses sounded childish, naive and overly enthusiastic at random points, rather than adhere to a code which said to moderate emotions.
The dar kside responses on the other hand lacked any sort of finesse, and sounded like they were spoken by a perpetually angry pubescent child.
This mod was designed to tone down these particular sets of responses by removing the exclamations and replacing them with fullstops, and/or rewriting the lines to more apropriate ones.
2. Instalation:
=========
Unpack the dialog.tlk file into the main KotOR directory. When asked to overwrite the original, select yes.
3. Usage
=========
The mod will replace the lines as soon as the dialog.tlk is placed into the main KotOR folder.
4. REMOVAL:
===========
Download default dialog.tlk file here - http://www.starwarsknights.com/tools.php#de
Replace the modded file with the one downloaded from the link above.
5. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
6. 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 Odyysey 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.
25,481 downloads
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Sunry Murder Recording Enhancement
In the vanilla version of the game there was a quest on Manaan which inolved you becoming a lawyer for an ex-Republic soldier who had supposedly murdered a Sith. This, if you followed it far enough, would eventually lead you to investigating around the embassies of both the Republic and the Sith. When you found some evidence, it was presented in the form of text, though referred to as a video by said text. I have taken this text and turned it into a video (a cutscene) showing the events which the text described.
44,561 downloads
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Desert Wraid & Shyrack Texture Fix
By Red Hessian
This mod restores the previously unused textures for Desert Wraids and fixes the textures for Shyracks, Shyrack Raptors/Alphas and Shyrack Wyrms which were mixed up and not implemented correctly (i.e. most of them used the same texture variant).
INSTALLATION: Extract the UTC files to your Override folder. To uninstall, simply delete the files from your Override folder.
NOTE: In order for the mod to work you must load a save game from BEFORE you entered Tatooine's Dune Sea & Korriban's Valley of the Dark Lords.
19,856 downloads
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Blaster Pistol Enhancement
I recently showed off some screenshots of enhanced blaster pistols using Captain Hair's blaster pistol model over on Lucas Forums. The goal of this mod is to finish, in a sense, what Captain Hair started with the blasters and make all blaster pistols in both KotOR 1 and KotOR 2 of high quality. When reskinning for the blasters I attempted to match them as closely as possible to their default icons within the game. Anyway, without Captain Hair this mod wouldn't exist so a big thanks to him.
6,303 downloads
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The Trials of Darth Herrco...DEMO
By newbiemodder
This is a demo for my future upcoming mod NMK2: The Trials of Darth Herrco.
It is a sequel to my first mod, Korriban Expansion.
You play as the character Darth Herrco, apprentice to Darth Poxus, during his first Trial on Korriban. The decisions you make will determine the future of Darth Herrco. Good versus Bad, Light versus Dark....is up to you.
Download the zip file. Open the notepad file...Instrux....and follow directions.
This demo DOES NOT use the TSL Patcher. Files will me installed manually.
newbiemodder.
950 downloads
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KotOR Skills Rebalancing Mod
This is my first mod for a KotOR game, I started modding about a week ago after several years of mod using beacuse of various things I wanted in a mod but hadn't been done yet, so I decided to learn so I could do them myself. One main one was this. I always felt the sentinel was a bit imbalanced in K1, that the measly 1 extra skill point didn't make up for what was lost in the way of combat and force. Plus the fact that the only combination to get all 8 class skills required the consular, when the sentinel was supposedly the skill focused class....
Anywho, this started off as a little mod to tweak the class skills and skill points of the sentinel for me to use, I wasn't originally intending for it to be big enough to upload, but it kind of snowballed. Now it changes skill point gains and class skills for all the classes, with K2 as a guideline. It couldn't be exactly the same, mainly beacuse the way K2 uses the intelligence modifier is different, and it has class skill feats, whereas K1 uses the base class/jedi class combination to determine class skills. However, I do think the skills are more balanced overall now, though this is still a Beta, and I've only tested it with the sentinel, so it may need a bit more tweaking to get the balance right. Overall, I've changed not just the jedi classes for better balance, but the base classes too, mostly to help balance the jedi classes as the input base class does determine a few things in the way of skills, and partly to balance them better, as I always felt the scout and scoundrel didn't have quite enough "skill power" to make up for their lack of combat skills compared to the soldier. The readme has complete details on all the changes.
Something else included with this mod is a fix for the droid class feat gains, done so the rebalance with their skills could be accurate, as in vanilla, just like K2, the feat gains are the wrong way round, with expert droid gaining more than combat droid, so a fix for that is included. As mentioned, I've tweaked the droid skills too, again, see the readme for exact details. Please note that this fix is optional, but recommended, otherwise the droid classes will be a tad imbalanced
A little bonus, entirely optional, which again started out just for the sentinel to help with the balance and snowballed, is 2 unique items for each class. Originally it was a couple of special stealth units for the sentinel to reflect the skill balancing, think K2 Watchman, but I decided to give the other 2 classes a little something extra too, hopefully they won't be too imbalanced, but this is still a beta. In short, you'll only get the 2 items for your class in a single playthrough, and they are class restricted. First is from Zhar after dealing with Juhani one way or another, the second is in the temple catacombs on the unknown world. Consular gets a couple of special armbands, and guardian gets a couple of special saber crystals. Again, this is an entirely optional bonus included in a separate folder, so it's easy to just install the rebalance, which is the main purpose of this mod.
The readme has all of the details, but that's the brief summary. I'd very much appreciate feedback and any discovered bugs, though I have tested it thoroughly twice, the latter with K1R installed too, and had feedback from others who have used it, obviously that doesn't mean there aren't any bugs
One last thing I'd like to point out is that, apart from the droid feat gain fix, feats and force powers haven't been modified at all. This is a skill rebalancing mod.
Enjoy
Any mod compatibility you'd like to know about, please ask, taking requests for that now I've finished a playthrough with this mod and K1R.
3,335 downloads
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VP's Hi Poly Tin Cans - KotOR 1
Update:
- I fixed some of the geometry on the hilts so they look a bit cleaner
- Also threw in Malak's lightsaber hilt for good measure
Well, on March 16, 2011 a veteran modder known as Varsity Puppet released a mod called VP's Hi Poly Tin Cans. Now this mod took the bad lightsaber models that were for the sabers in the vanilla game and made them high quality and good looking. The only problem with this mod though, was that there was no KotOR I version. And so, approximately two years later (I really did not plan this), with VP's permission, I went ahead and made a KotOR I version. Hope you guys enjoy.
6,395 downloads
- Lightsaber
- Improved
- (and 8 more)
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Exar Kun Battle-suit
By xavier1985
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Exar Kun battle Suit: Exar Kun Light Battle armour re-texture and stats modification.
by Xavier1985 (Ross jackson) ross.jackson1985@hotmail.co.uk
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i was always displeased at Bioware's attempt at Exxar Kun's suit,
it was dissaponting to say the least. So i decided to re-texture the current
one to be mmore fittng in a Cannon sense.
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Description:
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Re-textured and enhanced version of the "Exar Kun Light Battle Suit"
see screen shots for visual.
The stats altered and added are as follows:
Defense Bonus: 9
Max Dexterity Bonus: +3
+3 vs. Light side
+3 vs. dark side
Skills:
Persuade +3
Awareness +3
Bonus feat:
weapon focus, proficiency & Specialization - Lightsaber
two weapon fighting, improved two weapon fighting, master two weapon fighting.
Strenght +4
Charisma +4
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Install:
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Extract all files to the "override" directory
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Uninstall:
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Delete the following files from the override directory:
g_a_class6006
ia_class6_006
PFBE06
PMBE06
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Where to find the armour?:
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if you wsh to get it legit style, it is in the vendor on the yavin 4 station.
if you wsh to get it there and then, type the follow into the console:
giveitem g_a_class6006
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Permission:
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You may NOT re-upload on any other site with out my permission
You MAY use this in any mods you wish to make, but you must gain permission from me first. (email below)
You may NOT alter the mod with out my permission.
-Xavier1985
ross.jackson1985@hotmail.co.uk
1,066 downloads