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A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.1.3 Beta Release Date: 14.03.2024


Installation:
Please install the K1 Community Patch FIRST before this mod! No exceptions!

Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic.


Description:
The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops.

A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game.

Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants.

This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4").

So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game.

By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor.

And all that's just the tip of the ice burg!

The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards.

This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment.


Known Bugs:
This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.

Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward!


Incompatibilities:
Incompatible with the Enhanced Merchants mod.

Please report any incompatibilities!


Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.


Thanks to:
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
Stoffee: For TSLPatcher!
Everyone who downloads the mod!


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


What's New in Version 0.2.0 Beta   See changelog

Released

* Replaced a Bothan Perception Visor with Aural Amplifier in Mic'Tunan'Jus Orgu's merchant inventory. (This mask is instead added in K1CP)

* Removed the Bonadan Alloy Heavy Suit from Crattis Yurkal's merchant inventory. (This armor is instead added in K1CP)

* Fixed a few bugs on the Endar Spire. You shall now leave the Endar Spire with a Double-Bladed Sword, Stun Baton and Vibroblade.

  • Like 5



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Recommended Comments

 • Error: Unable to locate archive "E:\KOTOR\modules\tar_m09ab.mod" to modify or insert file "footlker001.utp" into, skipping...

 • Warning: No valid footlker001.utp file was opened, skipping...
 

I got these errors when I installed the mod. Is that what you meant by "Fixed a possible TSLPatcher Glitch?"
 

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1 hour ago, JasonRyder said:

 • Error: Unable to locate archive "E:\KOTOR\modules\tar_m09ab.mod" to modify or insert file "footlker001.utp" into, skipping...

 • Warning: No valid footlker001.utp file was opened, skipping...

I think I might know the cause of this problem, but I need you to answer this question first... did you install the K1 Community Patch before this mod?

 

1 hour ago, JasonRyder said:

I got these errors when I installed the mod. Is that what you meant by "Fixed a possible TSLPatcher Glitch?"

No, that glitch was involved with the merchants.

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1 minute ago, JasonRyder said:

Yes, I installed the K1 Community Patch first. Always. 

Alright, it looks like tar_m09ab must not be included with the K1CP then. I'll get an update out soon!

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1 hour ago, N-DReW25 said:

it looks like tar_m09ab must not be included with the K1CP then

It is not. We don't make any changes to the Sith Governor's quarters.

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21 hours ago, JasonRyder said:

I'm going to use this along with Effixian's Taris Arena Changes. Both mods alter the "keblastore.utm" file. Are they compatible?

I think it depends on what Effix's mod does to keblastore.utm. If it makes changes to the file with tslpatcher, then I doubt they'd be compatible. If the tslpatcher replaces the keblastore.utm in the game files with a different version, then they are compatible. The only thing that comes with that compatibility is Effix's mod removes the changes made by N-drew's mod.

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3 minutes ago, Lewok2007 said:

I think it depends on what Effix's mod does to keblastore.utm. If it makes changes to the file with tslpatcher, then I doubt they'd be compatible. If the tslpatcher replaces the keblastore.utm in the game files with a different version, then they are compatible. The only thing that comes with that compatibility is Effix's mod removes the changes made by N-drew's mod.

Think installing N-drew's mod second will work? Both use Tslpatcher.

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1 minute ago, JasonRyder said:

Think installing N-drew's mod second will work? Both use Tslpatcher.

I made an oopsie for how Effix's mod works with keblastore.utm. It seems Effix's mod just does a hard override. Compatibility may work if you install Effix's mod second after N-Drew's. I mistook what used the tslpatcher in Effix's mod, it should be good if you install Effix's mod after N-Drew's, unless if N-Drew's mod puts keblastore.utm somewhere else. I recommend just looking in your Kotor 1 override folder for keblastore.utm before installing Effix's mod, and if it's in the override folder, you should be good to install Effix's mod.

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4 hours ago, Lewok2007 said:

I made an oopsie for how Effix's mod works with keblastore.utm. It seems Effix's mod just does a hard override. Compatibility may work if you install Effix's mod second after N-Drew's. I mistook what used the tslpatcher in Effix's mod, it should be good if you install Effix's mod after N-Drew's, unless if N-Drew's mod puts keblastore.utm somewhere else. I recommend just looking in your Kotor 1 override folder for keblastore.utm before installing Effix's mod, and if it's in the override folder, you should be good to install Effix's mod.

I kind of want the inventory that N-Drew's mod gives Kebla's store rather than Effix's. 

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3 hours ago, JasonRyder said:

I kind of want the inventory that N-Drew's mod gives Kebla's store rather than Effix's. 

Just don't copy "keblastore.utm" to the Override, you'll have the Armors worn by the Duelist but it won't spawn in Kebla's inventory.

 

My setup might not be the most ideal, but my installer checks to see if keblastore.utm is present in the Override. If it isn't, it spawns a vanilla/unmodded keblastore.utm in the Override before patching my changes on top of that new utm file.

 

If keblastore.utm IS already present, it will skip the copying process and will instead patch the utm already found in the Override (this generates a warning error, but this error is simply to tell you it skipped copying the utm and isn't anything to worry about).

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6 hours ago, N-DReW25 said:

Just don't copy "keblastore.utm" to the Override, you'll have the Armors worn by the Duelist but it won't spawn in Kebla's inventory.

 

My setup might not be the most ideal, but my installer checks to see if keblastore.utm is present in the Override. If it isn't, it spawns a vanilla/unmodded keblastore.utm in the Override before patching my changes on top of that new utm file.

 

If keblastore.utm IS already present, it will skip the copying process and will instead patch the utm already found in the Override (this generates a warning error, but this error is simply to tell you it skipped copying the utm and isn't anything to worry about).

Thank you!

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Do Dark Side restricted items get a much needed boost from this? Just compare Tulak Hord's mask with the circlet of Saresh, absolutely brutal. Light Side players also benefit from Qel Droma's robes whereas Dark Side users get nothing until the very end of the game... etc.

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1 minute ago, Jango32 said:

Do Dark Side restricted items get a much needed boost from this? Just compare Tulak Hord's mask with the circlet of Saresh, absolutely brutal. Light Side players also benefit from Qel Droma's robes whereas Dark Side users get nothing until the very end of the game... etc.

This mod doesn't add literal new items or change existing item stats, it merely reshuffles the vanilla loot of the game so you're more likely to try out existing gear you'd previously haven't used in a balanced matter.

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I noticed that the loot in the Sith Governor's room on Taris is unchanged. Is this intentional? Also, I was still able to find the Republic Mod armor on Taris in the Lower City Apartments. Is that intentional? I thought you moved it. Also, while Brejik drops the Mandalorian Blaster(strangely, he dropped 2), he doesn't drop his gloves. 

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21 hours ago, JasonRyder said:

I noticed that the loot in the Sith Governor's room on Taris is unchanged. Is this intentional? Also, I was still able to find the Republic Mod armor on Taris in the Lower City Apartments. Is that intentional? I thought you moved it. Also, while Brejik drops the Mandalorian Blaster(strangely, he dropped 2), he doesn't drop his gloves. 

This has been a pattern with you when reporting bugs, so please, stop finding bugs and asking "is this intentional?". No, I would not introduce a broken feature intentionally. Those are bugs and they're to be fixed. But thank you for reporting them!

 

So the Sith Governor's room and the Mod Armor box were unchanged, but the other loot was changed and working as intended?

 

I know there was an old bug with Heart of Beskar which replaced his Gloves with the Mandalorian Blaster. Assuming Brejik is working in the K1 Loot Overhaul, this might be a case of the old mod causing problem.

 

I'll investigate all 3 reports and see what's going on, if there are problems I'll release an update :thumbsup:

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3 hours ago, N-DReW25 said:

This has been a pattern with you when reporting bugs, so please, stop finding bugs and asking "is this intentional?". No, I would not introduce a broken feature intentionally. Those are bugs and they're to be fixed. But thank you for reporting them!

 

So the Sith Governor's room and the Mod Armor box were unchanged, but the other loot was changed and working as intended?

 

I know there was an old bug with Heart of Beskar which replaced his Gloves with the Mandalorian Blaster. Assuming Brejik is working in the K1 Loot Overhaul, this might be a case of the old mod causing problem.

 

I'll investigate all 3 reports and see what's going on, if there are problems I'll release an update :thumbsup:

Good point. And Kebla Yurt's store is also unchanged. I didn't insert the file from Effix's Taris Arena Changes mod, so there should be no conflict.

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On 3/13/2024 at 1:24 PM, JasonRyder said:

Good point. And Kebla Yurt's store is also unchanged. I didn't insert the file from Effix's Taris Arena Changes mod, so there should be no conflict.

I was able to recreate the Footlocker bugs on my own end, but Kebla worked fine.

 

Just have the UTM file that was generated on my end, make sure you're using a save from before you exit the apartment or else her old loot will remain.

keblastore.utm

 

You'll know it worked when you scroll down and see Heavy Battle Armor (amongst other good things)!

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14 hours ago, N-DReW25 said:

I was able to recreate the Footlocker bugs on my own end, but Kebla worked fine.

 

Just have the UTM file that was generated on my end, make sure you're using a save from before you exit the apartment or else her old loot will remain.

keblastore.utm 5.62 kB · 0 downloads

 

You'll know it worked when you scroll down and see Heavy Battle Armor (amongst other good things)!

Thank you for the quick bug fix and this file. 

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Found something interesting. When I installed KSR 2022, Brejik's loot went back to default other than changing Bastila's lightsaber. And when I went into KOTOR Tool to give Brejik the Mandalorian Blaster, I noticed that in-game, he initially attacks you unarmed and then pulls out a vibroblade once Bastila attacks him. If you run from Brejik, then he'll get his Mandalorian Blaster out. This might be an issue with K1CP or RC-K1CP as one of those mods causes Brejik to get into a fighting stance when he says, "Vulkars, to me! Kill this woman! Kill the swoop rider! Kill them all!" He's supposed to pull a blaster on you during this dialogue but instead he gets into an unarmed stance. 

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On 4/13/2024 at 10:35 AM, JasonRyder said:

Found something interesting. When I installed KSR 2022, Brejik's loot went back to default other than changing Bastila's lightsaber. And when I went into KOTOR Tool to give Brejik the Mandalorian Blaster, I noticed that in-game, he initially attacks you unarmed and then pulls out a vibroblade once Bastila attacks him. If you run from Brejik, then he'll get his Mandalorian Blaster out. This might be an issue with K1CP or RC-K1CP as one of those mods causes Brejik to get into a fighting stance when he says, "Vulkars, to me! Kill this woman! Kill the swoop rider! Kill them all!" He's supposed to pull a blaster on you during this dialogue but instead he gets into an unarmed stance. 

This bug is confirmed to have been caused by the K1 Loot Overhaul, I will investigate why this is happening.

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