828 files

  1. Sleheyron Demo

    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.

    1,198 downloads

       (6 reviews)

    5 comments

    Submitted

  2. Lost Modules Pack

    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.

    722 downloads

       (1 review)

    5 comments

    Submitted

  3. Korriban Academy Workbench

    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.

    30,871 downloads

       (5 reviews)

    7 comments

    Submitted

  4. Sleeveless 'Starkiller' Robes

    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

       (3 reviews)

    0 comments

    Submitted

  5. Four Force Powers

    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.

    5,411 downloads

       (8 reviews)

    5 comments

    Submitted

  6. 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

    10,671 downloads

       (16 reviews)

    35 comments

    Submitted

  7. canon revan's hair for default's faces

    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.

    2,391 downloads

       (4 reviews)

    2 comments

    Submitted

  8. Bodies Stay

    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.

    10,828 downloads

       (8 reviews)

    2 comments

    Submitted

  9. Sith Stalker

    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.

    2,085 downloads

       (3 reviews)

    7 comments

    Submitted

  10. Character Start Up Change

    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.

    64,708 downloads

       (16 reviews)

    11 comments

    Submitted

  11. 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.

    12,613 downloads

       (8 reviews)

    2 comments

    Submitted

  12. 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.

    25,464 downloads

       (21 reviews)

    35 comments

    Updated

  13. 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.

    43,973 downloads

       (10 reviews)

    7 comments

    Updated

  14. Desert Wraid & Shyrack Texture Fix

    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.

    19,844 downloads

       (18 reviews)

    6 comments

    Submitted

  15. 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.

    6,299 downloads

       (16 reviews)

    9 comments

    Updated

  16. The Trials of Darth Herrco...DEMO

    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.

    949 downloads

       (0 reviews)

    1 comment

    Submitted

  17. 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.

    3,328 downloads

       (5 reviews)

    6 comments

    Updated

  18. 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.

    6,374 downloads

       (13 reviews)

    5 comments

    Updated

  19. Exar Kun Battle-suit

    -------------
    Exar Kun battle Suit: Exar Kun Light Battle armour re-texture and stats modification.
    by Xavier1985 (Ross jackson) ross.jackson1985@hotmail.co.uk
    -------------
     
     
    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.
     
    -------------
    Description:
    -------------
     
    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
     
     
    -------------
    Install:
    -------------
    Extract all files to the "override" directory
     
    -------------
    Uninstall:
    -------------
     
    Delete the following files from the override directory:
     
    g_a_class6006
     
    ia_class6_006
     
    PFBE06
     
    PMBE06
     
     
    -------------
    Where to find the armour?:
    -------------
     
    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
     
    -------------
    Permission:
    -------------
     
    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

    1,059 downloads

       (3 reviews)

    7 comments

    Updated

  20. Broken Bottle for KotOR

    Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version.
     
    Darth Insidious' Broken Bottle
    ------------------------------
     
    Description:
    ------------
     
    Bludgeoning Damage Bonus +2
    On Hit Attribute Damage Constitution DC10
    Attack Penalty -1
    Attribute Penalty Dexterity -10
    Decreased Skill Modifier Awareness -2
    Reduced Saving Throws Reflex -4
     
    The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes.
     
     
    A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
     
    The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
    in the right hands it can be a devastating weapon.
     
    Installation:
    -------------
    Place all the files in the archive except this file into the Override folder in your SWKotOR folder.
     
    Uninstallation:
    ---------------
    Remove the aforementioned files.
     
    Contact
    -------
    Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com
     
    Legal Disclaimer:
    -----------------
    All materials and copyrights belong to LucasArts and Bioware.
    KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith.
    Also, if you're going to re-use this, or any part of this mod in another
    mod and upload that mod somewhere, you MUST seek my permission first. In the
    unlikely event that I say no, don't go ahead and upload it anyway.
    That is a sure-fire way to annoy me. Likewise if you intend to upload this mod
    anywhere other than where it is now.
     
     
    Thanks to:
    ----------
    Darth333 for her scripting advice and tutorials,
    T7Nowhere for his modelling tutorial,
    The kind members of Holowan Labs,
    LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise.

    343 downloads

       (1 review)

    1 comment

    Updated

  21. [K1] Hi-Res Beam Effects

    Hi-Res Beam Effects for K1
    ==========================
    by Darth InSidious
    ==================
     
    Description
    -----------
    This mod replaces the Force Drain, cold ray, ion, and neural pacifier beam effects with higher resolution versions.
    The mod does not replace the Death Field or Force Lightning effects effects.
     
    Installation
    ------------
    Just drop the files fx_beam01, fx_beam02, fx_beam03, and Fx_Drain.tga in this archive into your Override folder.
     
    Uninstallation
    --------------
    Take the files out again.
     
    Legal 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.
     
    Thanks to:
    ----------
    Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects;
    Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
    KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ;
    Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .

    59,135 downloads

       (11 reviews)

    6 comments

    Updated

  22. Playable Mission Vao

    This mod will make Mission Vao a playable head at the game's start. It does not use the original head, but uses a Twi'lek head as the base to resemble her using parts of the original texture. This mod includes Sith Eyes and tattoos as you transition to the dark side. There are also custom portraits to reflect the head's transitions. Enjoy!

    749 downloads

       (1 review)

    0 comments

    Submitted

  23. Playable Twi'leks

    This mod will make a Lethan Twi'lek female and Tukian Twi'lek male playable heads to choose at the start of the game. This mod includes custom heads, Sith Eyes and tattoos when you are on the dark side. There are also new custom portraits to reflect the head's transitions.
     
    Note: This mod does not affect any Twi'lek NPC heads. Enjoy!

    3,181 downloads

       (0 reviews)

    3 comments

    Updated

  24. Hide Weapons in Cutscenes - K1 Version

    Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version.
     
     
    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Hide Weapons in Animations - K1 version
    ========================================================
     
    Author: Darth Hayze
    PM: Contact me at the Deadly Stream Forums or on ModDB
    Name: Hide Weapons in Animations - K1 version
     
    Filename: hidden_weapons.rar
    Date Released: 9/21/12
     
    1. Description:
    ----------
    This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
     
    Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder.
     
    Run install.exe and click install
     
    Note: a new folder named "backup" will be created during instalation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
     
    3. Uninstall:
    ----------
    The files listed below may have been modified during the installation of this mod:
     
    Within "...SWKotOR2\Override"
     
    animations.2da
     
     
    Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
     
    To uninstall;
    1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
     
    4. Bugs:
    ----------
    I am unaware of any bugs, if installed correctly. Please let me know if you encounter any.
     
     
    6. Distribution Notes:
    ----------
    This mod may not be modified or distributed without the explicit permission of the author, which is me.
     
    7. Thanks:
    ----------
    My thanks go out to modders everywhere
     
     
    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.

    4,934 downloads

       (6 reviews)

    4 comments

    Updated

  25. K1 GloomWalker/Twinkey Robe Pack

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    KNIGHTS OF THE OLD REPUBLIC
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
     
     
    Title: GloomWalker's RobePack
    Author: TwinkeyRunaway
    Date Released: 8/11/12 (may vary depending on how long it takes kotor filefront to load it)
    Contact me at "www.youtube.com/user/twinkeyrunaway" if you want to ask for permission or stuff.
     
    Description: Well what we have here is 3 weeks of hard work, also known as the GloomWalker's Robepack. Originally intended
    to be called the TwinkeyRunaway pack(and for various reasons was changed) this is a pack 14 robes produced by myself in
    my free time. The models themselves aren’t changed but the skins and stats for the robes are. I wanted to use TSL patcher for this
    release, however I don't think everyone wants all the robes for the game. Instead I have them in separate folders so you can choose
    what you want. Each robe is different and provides something better than the original game robes. All robes are textured with the highest
    quality I can perform on my current laptop. I made sure they all have unique appearances and will look good on males/females.
    (or so says my beta testers :/ )
     
    All 14 robes have been beta tested and nerfed to the point to reasonable stats.
     
    To install, pick the robes you want and drop the contents into the override folder. For example If I want to install the 105th legion robes
    (found in the "105th Legion" folder) I go into the "105th Legion" folder and drop its contents into the "override" folder in your kotor main
    dictionary. After that start the game and load your savefile. Hit the tidal key " ` " button in game and type "giveitem g_a_jedirobe20" and
    then hit enter. Go into your inventory and see if it is there. Now to get the other robes, as I have said you need to pick and choose
    which ones you want from this pack and put them in the override folder, and you will notice they are all numbered with the uti files
    "g_a_jedirobeXX" with the XX's representing a number of 20-34. Doesn't take a rocket scientist to know that you type
    "giveitem g_a_jedirobeXX" with the XX's being replaced by the number of your robe.
     
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    Permissions:
    This is my first Robe pack and my first mod. I appreciate anyone who has downloaded this and it would encourage
    me to do more in the future if you guys gave feedback. You may not use these or any part of them to produce your own
    work. If I, Darth Jaden, Shem, inyri forge, LDR, varsitypuppet and others can make our own things, you can to. If you want to use these
    your going to have to ask and get my approved permission and give credit as well. Its pretty much what any modder would appreciate
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
     
    Included Robes/short descriptions:
     
    105th Jedi robes "g_a_jedirobe20"
    Descrition: 105th legion robes are my shout out to the 501st.
     
    Forest Robes "g_a_jedirobe21"
    Description: Camo type robes made to look like they are meant for forest type planets like kashyyyk.
     
    Lost Jedi Master robes "g_a_jedirobe22"
    Description: Old and beat up robes belonging to a lost jedi master. The force flows heavily through these.
     
    Scouting Robes "g_a_jedirobe23"
    Description: Spacer type jedi robe scheme. Sort of based on the scout class with a light tan type color scheme and custom logos.
     
    Jedi Hunter robes "g_a_jedirobe24"
    Description: The only sith robes included in this pack. But I must say these are problay one of the coolest looking ones.
     
    BioTech robes "g_a_jedirobe25"
    Description: Developed by republic scientists, this robe will give you good reistance against certain attacks while staying reasonable.
    Probaly the most cool looking on I made.
     
    Jedi Master Kaz robe "g_a_jedirobe26"
    Description: This belongs to a great jedi pilot. It has a very unique design.
     
    Fur Coated Robes "g_a_jedirobe27"
    Description: Furry type jedi robes made by wookies.
     
    Geroge Lucas Robes "g_a_jedirobe29"
    Description: A robe based on one of george lucas's plaid shirts.
     
    Spotted fur Robes "g_a_jedirobe30"
    Description: This robe is vibrant and shows the fashionable side of jedi robes
     
    Floral Art Jedi Robes "g_a_jedirobe31"
    Description: Based on chinese floral art, this robe will look most beautiful on a female. a darker version for males in conjunction.
     
    Mandolorian Jedi robes "g_a_jedirobe32"
    Description: Mandolorian type blood paint and symbol decorates this robe. It will give you reasonable strength.
     
    Scottish Pride Jedi robes "g_a_jedirobe33"
    Description: based on scottish plaids.
     
    DarthMalak robes "g_a_jedirobe34"
    Description: Re-textured and made to look like the dark lord himself made these for his followers.
     
     
     
    BetaTesters and requests by:
    DeadPixel
    Joe
    LDR
    Tom
    BigPhil
    DragonsEgg
    Dread Advocate
     
    Credits:
    Gloomwalkers for helping test out stuff
    My main man Jesus for keeping me going on this.
    Maxus for making the majority of textures for me to use.
    TwinkeyRunaway
    Deadpixel for helping with symbols
     
    visit gwtor.com/forums or http://www.youtube.com/user/GWGamerz for more cool stuff.
     
     
     
     
    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.

    718 downloads

       (4 reviews)

    3 comments

    Submitted