<?xml version="1.0"?>
<rss version="2.0"><channel><title>Mod Requests Latest Topics</title><link>https://deadlystream.com/forum/46-mod-requests/</link><description>Mod Requests Latest Topics</description><language>en</language><item><title>Looking for alternate version of Scrapyard Games modules</title><link>https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/</link><description><![CDATA[<p>
	Many years ago in the late 2000s, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/8941-quanon/?do=hovercard" data-mentionid="8941" href="https://deadlystream.com/profile/8941-quanon/" rel="">@Quanon</a> and Glovemaster started working on a mod called Scrapyard Games, aiming to add a space station in orbit around Nar Shaddaa where you could do combat minigames against droids, with some unique rewards. This mod, despite being passed through many talented modders throughout the years, was never finished. In 2011, Quanon created a thread on Lucasforums he called <em><a href="https://lucasforumsarchive.com/thread/206721-quanons-big-sell-out#post-1" rel="external nofollow"><span style="color:#3498db;">his "Big Sellout"</span></a></em> where he posted download links to all of his WIP mods and assets, including Scrapyard Games, so people could use the assets in their own mods.
</p>

<p>
	It is through the Big Sellout (and other download links Quanon has sent in more recent years) that a little bit of a KOTOR modding renaissance has popped up over the past few months, due to Quanon's unique talents in creating custom modules for KOTOR. People have been clamoring to use these custom level models to create new mods that don't break immersion by reusing the meshes of existing areas in either game, which is what the majority of KOTOR mods have had to resort to for a long time. Nobody really makes fully custom modules outside of Quanon. (and also Sithspecter.)
</p>

<p>
	Because of this, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/8934-90sk/?do=hovercard" data-mentionid="8934" href="https://deadlystream.com/profile/8934-90sk/" rel="">@90SK</a> and I have decided to dig into the Big Sellout, and clean up the assets inside to create a proper modder's resource of all of Quanon's custom modules, as was the original intention of the Big Sellout. A lot of the modules in the Big Sellout are incomplete or non-functional, and the ones that do function in KOTOR a lot of the time have trouble loading in applications like MDLedit, Holocron Toolset, and KOTORBlender due to them being compiled in beta versions of MDLOps. 90SK and I plan to take all the modules in the Sellout (of which we currently estimate around 20 are recoverable), compile/recompile them so they function in all the modern modding tools, fix up texture and walkmesh issues, and potentially port each module to both games so that this utterly invaluable modding resource is more readily useable.
</p>

<p>
	Which brings us back to Scrapyard Games, and why I'm making this thread. Several years ago, <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/72-sith-holocron/?do=hovercard" data-mentionid="72" href="https://deadlystream.com/profile/72-sith-holocron/" rel="">@Sith Holocron</a> made a video on Scrapyard Games, which I highly recommend watching, as its a great showcase of what the mod was meant to be, and also features a more complete version of the mod than was released in the Sellout. He even commissioned voicelines on Fiverr for the unvoiced NPCs, something astounding for a video that ended up getting such little attention after 7 years.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="Vaporware Mods - Episode 1: Scrapyard Games" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/YrOkf0bGhio?start=125&amp;feature=oembed"></iframe>
	</div>
</div>

<p>
	There was, however, a little oddity in the video. The hangar bay of the Scrapyard Games Station is different in this video compared to the version released in the sellout, most notably in the ramp up to the door that takes you to the cantina.
</p>

<p>
	The video link I have sent is timestamped to the part of the video showing the hangar, but I have also provided screenshots that show the ramp / upper area.
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="29555" data-ratio="56.25" width="1920" alt="Screenshot(329).png.e8528763d6fd4fb97f76dca9a145e822.png" src="https://deadlystream.com/uploads/monthly_2026_04/Screenshot(329).png.e8528763d6fd4fb97f76dca9a145e822.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29556" data-ratio="56.25" width="1920" alt="Screenshot(330).png.e4cd4cef90035786cf4156a96776d0c9.png" src="https://deadlystream.com/uploads/monthly_2026_04/Screenshot(330).png.e4cd4cef90035786cf4156a96776d0c9.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29557" data-ratio="56.25" width="1920" alt="Screenshot(332).png.c4690931625cb1f3a8683f5b3b9def1b.png" src="https://deadlystream.com/uploads/monthly_2026_04/Screenshot(332).png.c4690931625cb1f3a8683f5b3b9def1b.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="29558" data-ratio="56.25" width="1920" alt="Screenshot(333).png.d5b464d0d38e1201124a4186f043236c.png" src="https://deadlystream.com/uploads/monthly_2026_04/Screenshot(333).png.d5b464d0d38e1201124a4186f043236c.png" />
</p>

<p>
	<span style="font-size:22px;"><span style="color:#e74c3c;"><em><strong>In comparison, this is what the ramp looks like in the version of the module seen in the Big Sellout.</strong></em></span></span><img class="ipsImage ipsImage_thumbnailed" data-fileid="29559" data-ratio="56.25" width="1920" alt="imageertregsftg.jpg.131ff878f3640ec6279278492f1420a0.jpg" src="https://deadlystream.com/uploads/monthly_2026_04/imageertregsftg.jpg.131ff878f3640ec6279278492f1420a0.jpg" />
</p>

<p>
	As you can see, the version of the ramp in the Sellout is far more cramped and uncomfortable in comparison to the wider ramp seen in the video. Thus, when I noticed the disparity, I decided that I wanted the alternative version for the modder's resource, and contacted Sith Holocron myself to see if he could send it over.
</p>

<p>
	But Sith Holocron didn't have it anymore. The version of Scrapyard Games he sent to 90SK had the hangar design seen in the last screenshot, the one in the Sellout. He directed me to Fair Strides, who was able to send a newer version of the module dated 2015, as opposed to the Sellout version which was dated 2008, but this <em>also</em> was the same hangar design, albeit with slightly different textures and lightmaps. Fair Strides clarified that the version in the video was actually an older version of the module, and sent over the earliest version of the module she had on hand.
</p>

<p>
	...Which was the exact one in the Sellout, same date modified and everything. Everyone has been incredibly helpful in trying to track this potentially almost 20 year old file down for me, and I'm more than grateful for that, but things were starting to feel like that scene in The Good Place where Michael is telling Janet to give him the file on Eleanor but she keeps on handing him a cactus instead, especially considering Sith Holocron had it in his video, and he got the build of Scrapyard Games from Fair Strides, but it seems to have at no fault of their own vanished from both of their computers since then.
</p>

<p>
	Not keen to give up, and recognizing that every day we waited, the more likely a hard drive would fail and the module would be lost forever, Sith Holocron suggested we contact Quanon himself to see if he still has it. At first the plan was for me to contact him on the Lucasforums Facebook group, but then we decided it would be better if I made a post on Deadlystream which he would send to Quanon, detailing with screenshots exactly what I want, and what I plan to do with it.
</p>

<p>
	Which is this post. It's come a little bit later than Sith Holocron wanted, and is also maybe longer than it should be, which I apologize for. I'm not 100% sure this is the right channel for this, considering I'm looking for something which was <em>never publically released</em>, if it's not, then my apologies to the staff here for making my first post a misstep.
</p>

<p>
	The main purpose of this post is so Sith Holocron can send it to Quanon, but from what he's said, pretty much <em>every notable modder</em> from this era had their hands on Scrapyard Games at some point in time, so its also a public invitation for anyone who worked on Scrapyard Games to check their old hard drives to see if they've got the version of the module I'm looking for, and also to sound off so I can eventually credit you as part of the Scrapyard Games Team when 90SK and I have the modder's resource finished.
</p>

<p>
	<em>P.S. to Quanon, if/when you do end up seeing this, I figure I should also ask about the Nar Shaddaa street module seen in this video. From what I gathered on the Lucasforum Archives, this module was made years after the Sellout, and I think it'd be a very cool addition to the archive of your modules, so I figure I'd ask if you have it on hand as well.</em>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="150" title="Quanons Nar Shadda street area." width="200" data-embed-src="https://www.youtube-nocookie.com/embed/pnxjbCMhZ9Q?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12181</guid><pubDate>Sun, 12 Apr 2026 13:04:58 +0000</pubDate></item><item><title>Lore-Friendly Mandalorians as Taung race NPC's and their Armours from TotJ</title><link>https://deadlystream.com/topic/11798-lore-friendly-mandalorians-as-taung-race-npcs-and-their-armours-from-totj/</link><description><![CDATA[<p>
	As some of you may know, on the first years of the SW EU (Legends), there were Tales of the Jedi comics (4000-3986 BBY) written by Tom Veitch (and Kevin J. Anderson since "Dark Lord of the Sith" arc).
</p>

<p>
	During the "The Sith War" arc (3996) Mandalorians were included on the story, however they didn't look a like we saw them on the previous films (like Boba Fett), nor how we after saw them on KotOR games (3956 BBY). They were different, they were not just like a culture or Creed (like The Mandalorian showed us), but as a race known as the <a href="https://starwars.fandom.com/wiki/Taung/Legends" rel="external nofollow">Taung </a> 
</p>

<p>
	So, during Exar Kun's Sith Wars, all of Mandalorians were Taung (there wasn't any Human-Mandalorian). This changed with <a href="https://starwars.fandom.com/wiki/Mandalore_the_Ultimate" rel="external nofollow">Mandalore the Ultimate</a>, who (after seeing many Mandalorians dying in the war) decided to open their hands to reclute more species to their culture. Which is interesting considering thousands of years after that, Taungs were likely extinted, but Mandalorian culture remained. 
</p>

<p>
	Between Exar Kun war and KotOR it happened 40 years (it is not that much time), however we never see any Taung during KotOR games, nor the armours the saw them wearing on Tales of the Jedi. So, the idea would be incluing not just some Taung species Mandalorians, but also some similars Taung-Mandalorian armours they wear on Tales of the Jedi: The Sith War, to make it more Lore-Friendly with the Tales of the Jedi comics.
</p>

<p>
	This are some referencia images:
</p>

<p>
	Taungs:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27954" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.4c00a745fd41e8b0595045f0e0e122dc.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27954" data-ratio="151.04" width="531" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.4c00a745fd41e8b0595045f0e0e122dc.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27953" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.1c72fe8866c2e950e121ff274c2de0ba.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27953" data-ratio="182.77" width="441" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.1c72fe8866c2e950e121ff274c2de0ba.png" /></a>
</p>

<p>
	Armours:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27955" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.3cbad5fbb3df21aaecdd89d36b6e34e5.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27955" data-ratio="153.52" width="525" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.3cbad5fbb3df21aaecdd89d36b6e34e5.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27956" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.fa8ec628c3d685d04d8b33db16f953a2.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27956" data-ratio="48.02" width="1200" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.fa8ec628c3d685d04d8b33db16f953a2.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27957" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.c014699831ffb8a74cbf8579fcc7febd.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27957" data-ratio="91.25" width="697" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.c014699831ffb8a74cbf8579fcc7febd.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27958" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.4344160bef876ab1f0e883578b601503.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27958" data-ratio="236.32" width="391" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.4344160bef876ab1f0e883578b601503.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27959" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.06670e3e167c62e6050b2454c0d3d39e.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27959" data-ratio="170.26" width="343" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.06670e3e167c62e6050b2454c0d3d39e.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="27960" href="https://deadlystream.com/uploads/monthly_2025_07/image.png.4ffdaaa519ffbfd36c9d758444da5029.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="27960" data-ratio="73.36" width="1111" src="https://deadlystream.com/uploads/monthly_2025_07/image.png.4ffdaaa519ffbfd36c9d758444da5029.png" /></a>
</p>
]]></description><guid isPermaLink="false">11798</guid><pubDate>Sat, 12 Jul 2025 18:40:10 +0000</pubDate></item><item><title>A new Sword for Ajunta Pall based on the "Book of Sith" Legends Reference book</title><link>https://deadlystream.com/topic/12068-a-new-sword-for-ajunta-pall-based-on-the-book-of-sith-legends-reference-book/</link><description><![CDATA[<p>
	More than a request, I want some guide and advice for making this mod by myself, I have made my own items' mods before and change some items' descriptions to make them more lore-friendly or work over already existing mods. I'm still a beginner, so If you could guide me with this I would be grateful.
</p>

<p>
	This mod would consist on changing the Sword of Ajunta Pall (which is a double-bladed sword) into a single-bladed sword inspired in this Sith Sword from the "<a href="https://starwars.fandom.com/wiki/Book_of_Sith:_Secrets_from_the_Dark_Side" rel="external nofollow">Book of Sith</a>" (written by Daniel Wallace, who describe that this Sith Sword was improved by immersing it in a bath of "blood spilled in wrath), just 'cause it looks and sound cool as hell, and I would love to use it with the <a href="https://deadlystream.com/files/file/1276-spectral-ajunta-pall-canonical-appearance/" rel="">Spectral Ajunta Pall mod</a>:
</p>

<p style="text-align:center;">
	<img alt="1882085938_SithSword.JPG.31668a2ced6cc344cec83512a2ee8089.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="29066" data-ratio="203.73" width="375" src="https://deadlystream.com/uploads/monthly_2025_12/1882085938_SithSword.JPG.31668a2ced6cc344cec83512a2ee8089.JPG" />
</p>

<p>
	I have some experience on 3D modeling oriented to enginering (like Inventor, SolidWorks &amp; Freecad) 'cause of college, but not in videogames 3d modelling. Fortunately there's a user called Jonatan Santana that already 3D modeled this <a href="https://sketchfab.com/3d-models/sith-sword-932dcfb1484c43b496039feb49923b2a" rel="external nofollow">Sith Sword</a> using Substance Painter and upload it on Sketchfab on many formats (dae, .gltf, .usdz, .glb).
</p>

<p>
	<img alt="Sith-Sword-for-Mod.jpeg.31729596c262ca607adaa7740d9c218b.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="29067" data-ratio="88.31" width="1200" src="https://deadlystream.com/uploads/monthly_2025_12/Sith-Sword-for-Mod.jpeg.31729596c262ca607adaa7740d9c218b.jpeg" />
</p>

<p>
	I already asked for Jonatan's permision (the model has the CC Atribution License) and I'm awaiting his approval. But I want to know if the files format (dae, .gltf, .usdz, .glb), number of poligons, or scale of the model allows me to make the mod. If it works, what programs do I need to make the mod (like Kotor Tool, or Holocron Toolset), how can I scale the model (in case it's dimensions are not the right ones), how do I assign this the single-bladed sword (and character) the correct movements (instead of the double-bladed ones). I would be really grateful if you can help me with those questions and give me some of your guide. May the force be with you!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12068</guid><pubDate>Sun, 28 Dec 2025 19:48:41 +0000</pubDate></item><item><title>Bryar Pistols from Kotor 1 converted to Kotor 2 request</title><link>https://deadlystream.com/topic/12172-bryar-pistols-from-kotor-1-converted-to-kotor-2-request/</link><description><![CDATA[<p>
	Bryar Pistols from Kotor 1 converted to Kotor 2 request please
</p>
]]></description><guid isPermaLink="false">12172</guid><pubDate>Thu, 26 Mar 2026 21:51:39 +0000</pubDate></item><item><title>[REQUEST] TSL - Ebon Hawk No Scaffolding</title><link>https://deadlystream.com/topic/12166-request-tsl-ebon-hawk-no-scaffolding/</link><description><![CDATA[<p>
	Can anybody make a mod that changes the MDL files of the Ebon Hawk in TSL to remove the awful scaffolding textures slapped all over the garage and starboard engine? I'm not looking for a straight port pf K1s Hawk or anything, just a simple removal of the scaffold (I don't even mind Bao-Dur "fixing" the air in the garage).
</p>

<p>
	Anyone who could make this mod (or tell me that it can't be done for any reason) would have my <strong>eternal</strong> gratitude.
</p>
]]></description><guid isPermaLink="false">12166</guid><pubDate>Sun, 22 Mar 2026 19:04:38 +0000</pubDate></item><item><title>Commas' Exile Robes</title><link>https://deadlystream.com/topic/12140-commas-exile-robes/</link><description><![CDATA[<p>
	Can someone please update Commas' Exile Robes for KOTOR2  Thes robes are amazing and fits the lore. 
</p>

<p>
	I’ve been trying to restore an old KOTOR II robe mod — Comma’s Exile Robe, the one that used to give the Exile a brown, worn, tattered outfit you found in your Harbinger quarters. It’s one of the oldest, most obscure mods from the PCGameMods era, and it basically vanished from the internet for almost 20 years.
</p>

<p>
	I finally got a copy of it, but there’s a problem:  <br />
	all the torn and frayed parts that used to be transparent now show up as shiny silver.
</p>

<p>
	That silver isn’t part of the design — it’s the game engine telling me the original texture’s alpha channel is broken or missing, so instead of showing holes and ragged edges, it fills them with reflective metal. Back in 2004 the game handled transparency differently, so the mod worked perfectly then, but modern TSL (especially with TSLRCM, Steam, or HD texture packs) needs updated textures or they break like this.
</p>

<p>
	So right now the robe looks wrong — the shape is there, the colors are there, but the soul of it is missing. The holes, the frayed cloth, the worn‑down edges… all the things that made it feel like the Exile had actually lived through years of wandering are replaced by chrome patches.
</p>

<p>
	And that’s exactly why I care so much about fixing it.
</p>

<p>
	This robe wasn’t flashy or overpowered. It wasn’t a Jedi uniform or a fancy armor set. It looked used, scarred, and survived‑in — like something the Exile would realistically have been wearing after the Mandalorian Wars and the years of drifting afterward. It made the opening of the game feel more grounded and personal. It made the Exile feel like a real person with a real past, not just a character model.
</p>

<p>
	It’s one of the few mods that ever captured that feeling.
</p>

<p>
	So I’m trying to modernize it — restore the transparency, upscale it to HD, and keep the original look intact. I don’t want to redesign it. I just want it to look the way it used to, only sharper and working properly in 2026.
</p>

<p>
	If anyone has experience fixing old alpha‑channel textures or converting them cleanly to TPC with proper transparency, I’d really appreciate the help. This robe meant a lot to me back then, and I’d love to bring it back the way it was meant to be seen.
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="52530" data-embedcontent="" data-embedid="embed7464091690" scrolling="no" src="https://deadlystream.com/files/file/1586-commas-exile-robes-mod/?do=embed" style="height:456px;max-width:1080px;"></iframe>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12140</guid><pubDate>Tue, 24 Feb 2026 17:40:22 +0000</pubDate></item><item><title>SWTOR Canon Revan Head Ported to KOTOR 1</title><link>https://deadlystream.com/topic/11811-swtor-canon-revan-head-ported-to-kotor-1/</link><description><![CDATA[<p>
	Hi could someone finally finish the "canon" swtor revan head mod? (basically do what darthparametric did with the other swtor ports)<span style="font-size:20px;"><b> </b></span>someone got close but they never got to finish it sadly I've tried to do it myself but i just have zero skill with this honestly
</p>

<p><a href="https://deadlystream.com/uploads/monthly_2025_07/TOR_Revan_Face_Texture_Fix_03.jpg.7eb1dbe8a900402e5199809dfffea0cc.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28018" src="https://deadlystream.com/uploads/monthly_2025_07/TOR_Revan_Face_Texture_Fix_03.jpg.7eb1dbe8a900402e5199809dfffea0cc.jpg" data-ratio="148.53" width="1119" class="ipsImage ipsImage_thumbnailed" alt="TOR_Revan_Face_Texture_Fix_03.jpg"></a></p>
<p><a href="https://deadlystream.com/uploads/monthly_2025_07/1495434315_RevanTest.thumb.png.88b2667a71b9d1d409f1b8d1df909de5.png.e34e97a66299764498abbbeb634a3c0f.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28019" src="https://deadlystream.com/uploads/monthly_2025_07/1495434315_RevanTest.thumb.png.88b2667a71b9d1d409f1b8d1df909de5.png.e34e97a66299764498abbbeb634a3c0f.png" data-ratio="80.08" width="1024" class="ipsImage ipsImage_thumbnailed" alt="1495434315_RevanTest.thumb.png.88b2667a71b9d1d409f1b8d1df909de5.png"></a></p>
<p><a href="https://deadlystream.com/uploads/monthly_2025_07/TOR_Revan_Face_Texture_Fix_01.jpg.21a042c2d902656c7b13d52ad02b0e74.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28020" src="https://deadlystream.com/uploads/monthly_2025_07/TOR_Revan_Face_Texture_Fix_01.jpg.21a042c2d902656c7b13d52ad02b0e74.jpg" data-ratio="154.61" width="1062" class="ipsImage ipsImage_thumbnailed" alt="TOR_Revan_Face_Texture_Fix_01.jpg"></a></p>]]></description><guid isPermaLink="false">11811</guid><pubDate>Mon, 21 Jul 2025 14:51:13 +0000</pubDate></item><item><title>Peragus Administration Level Monitor Issue</title><link>https://deadlystream.com/topic/12134-peragus-administration-level-monitor-issue/</link><description><![CDATA[<p>
	On that big display on the Administration Level that Atton stands in front of, there appears to be an issue. When I once made a request for a better less blurry "blip" texture on that display - one I wound up making myself - it was noticed there may be a problem with the floating planes that this texture is mapped to.  Parts of the circle "blip" are getting cut off due to the issue as can be seen here. (See attached picture.)
</p>

<p>
	As PapaZinos has a mod (<a href="https://deadlystream.com/files/file/2010-ultimate-peragus-models-repair/" rel="">Ultimate Peragus Models Repair</a>) that fixes these kinds of issues, I figured this was something that could be added to the list repairs that need work. I first asked him about this way back in April 2024. He recently finally PM’d me basically saying that I should wait for an update on that request.
</p>

<p>
	Therefore, I kick now the can to those that are reading this in the present day. I will note that in my original request, I did provide a little more information on something observed about the issue.
</p>

<p>
	<span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/15735-darthparametric/?do=hovercard" data-mentionid="15735" href="https://deadlystream.com/profile/15735-darthparametric/" rel="">@DarthParametric</a></span> noted at the time "As a separate thing, you could alter the sequence order for [each of the blip's] individual planes by offsetting the V position (i.e. moving it up or down vertically so the animation starts on a different row. Not sure if that's desirable or not, but it looked a little off to me with them all being in sync"
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="29315" href="https://deadlystream.com/uploads/monthly_2026_02/420275212_BLIPISSUES.png.d65d8aad2b4315babfc3dc6a388ccd31.png" rel=""><img alt="BLIP ISSUES.png" class="ipsImage ipsImage_thumbnailed" data-fileid="29315" data-ratio="54.89" width="1200" src="https://deadlystream.com/uploads/monthly_2026_02/420275212_BLIPISSUES.png.d65d8aad2b4315babfc3dc6a388ccd31.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12134</guid><pubDate>Sun, 15 Feb 2026 18:00:44 +0000</pubDate></item><item><title>Please drop any Lightsaber hilt mods you have created here</title><link>https://deadlystream.com/topic/6882-please-drop-any-lightsaber-hilt-mods-you-have-created-here/</link><description><![CDATA[
<p>
	I have a tendency to collect Lightsabers, both in real life from SaberForge and Ultrasabers, and in my Kotor 2 (and sometimes 1) override folder. I have pretty much all of Jorn's hilts, Holowan designs, etc., but I really love the standalone hilt mods out there like the Valorous Knight's Lightsaber or the Kyle Katarn hilt. 
</p>

<p>
	So would anyone be willing to drop any Saber Hilt mods in this thread that I might be able to add to my Override for either game? Really it can be anything, so long as it's something you made that you don't mind someone else using in their game. 
</p>

<p>
	Thank you!
</p>
]]></description><guid isPermaLink="false">6882</guid><pubDate>Tue, 01 Jan 2019 07:46:10 +0000</pubDate></item><item><title>Naga Sadow's poison blade replacement</title><link>https://deadlystream.com/topic/12109-naga-sadows-poison-blade-replacement/</link><description><![CDATA[<p>
	I recently came across this sword model for Jedi Academy
</p>

<p>
	and thought it would be a perfect replacement for Naga Sadow's poison blade,
</p>

<p>
	which can be found on Korriban.
</p>

<p>
	 
</p>

<p>
	<a href="https://jkhub.org/files/file/3156-naga-sadows-sith-sword/" rel="external nofollow">https://jkhub.org/files/file/3156-naga-sadows-sith-sword/</a>
</p>

<p>
	 
</p>

<p>
	I don't know anything about modeling and such.
</p>

<p>
	But maybe someone would like to port this model to Kotor.
</p>

<p>
	Provided that the user of the original model allows it.
</p>
]]></description><guid isPermaLink="false">12109</guid><pubDate>Wed, 04 Feb 2026 12:02:49 +0000</pubDate></item><item><title>[K1] PFHA01 head without hair covering eyes/forehead</title><link>https://deadlystream.com/topic/12104-k1-pfha01-head-without-hair-covering-eyesforehead/</link><description><![CDATA[<p>
	Hello. I would like to ask whether any experienced modders here could make the default Asian female head PFHA01 without hairs covering her right eye and forehead:
</p>

<p>
	<img alt="ME1A5CTZ_o.png" class="ipsImage" data-ratio="56.25" height="1080" width="1200" src="https://images4.imagebam.com/85/bd/37/ME1A5CTZ_o.png">
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12104</guid><pubDate>Wed, 28 Jan 2026 11:43:36 +0000</pubDate></item><item><title>Wage more in Pazaak</title><link>https://deadlystream.com/topic/12098-wage-more-in-pazaak/</link><description><![CDATA[<p>
	Opening this topic to see if anyone managed to modify the wager limit in pazaak, for example i've tried to increase the wager for Mebla Dule in Telos cantina but seems that the .ncs that i edit doesn't do anything, it stays at the max limit, doesn't go past that
</p>
]]></description><guid isPermaLink="false">12098</guid><pubDate>Sat, 17 Jan 2026 06:40:18 +0000</pubDate></item><item><title>Lost TSL Mod - New Admiral Onasi Ages by Princess Artemis</title><link>https://deadlystream.com/topic/11583-lost-tsl-mod-new-admiral-onasi-ages-by-princess-artemis/</link><description><![CDATA[<p>
	Hi folks!
</p>

<p>
	This is a longshot given the age of the mod, but I figured it can't hurt to ask. I'm looking for "New Admiral Onasi Ages", an old mod from Princess Artemis for TSL. This mod was a retexture of Admiral Carth Onasi's head in TSL to give him more grey to represent aging between games. I've tried the Wayback Machine, the now-defunct Telosian Archives from Princess Artemis, GameFront, and Lucas Archives unfortunately to no avail.
</p>

<p>
	I'm linking the archived pages I could find if that helps jog anyone's memory. I've also attached an image from the mod's original PC Game Mods page. If anyone has a copy of this mod, and wouldn't mind sharing, I would be so incredibly thankful. Thanks so much!
</p>

<p>
	<a href="https://lucasforumsarchive.com/thread/158656-new-admiral-onasi-ages#post-1" rel="external nofollow">Old Lucasforms Page</a>
</p>

<p>
	<a href="https://web.archive.org/web/20060210222247id_/http://www.pcgamemods.com/mod/18400.html" rel="external nofollow">Old PC Game Mods Page</a>
</p>

<p>
	 
</p>

<p><a href="https://deadlystream.com/uploads/monthly_2025_03/admiral_onasi.jpg.b044bc854d170259cc8915fbd8f01d62.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="27068" src="https://deadlystream.com/uploads/monthly_2025_03/admiral_onasi.jpg.b044bc854d170259cc8915fbd8f01d62.jpg" data-ratio="75" width="800" class="ipsImage ipsImage_thumbnailed" alt="admiral_onasi.jpg"></a></p>]]></description><guid isPermaLink="false">11583</guid><pubDate>Sat, 29 Mar 2025 08:06:11 +0000</pubDate></item><item><title>Mod Build Request Thread - KOTOR</title><link>https://deadlystream.com/topic/10690-mod-build-request-thread-kotor/</link><description><![CDATA[<p>
	I am lucky enough that I believe most modders are aware of what the <a href="https://kotor.neocities.org/modding/" rel="external nofollow">mod builds</a> are, and are broadly supportive of them and their objectives. I want to lead with saying I'm extremely grateful for the support that the mod community has consistently shown me; the builds wouldn't be where they are now without the cooperation of so many modders. But I think the builds can be better still, and it's time to start working towards that.
</p>

<p>
	In past updates to the builds, my focus has broadly been on reaching certain quality and feature thresholds. While I would include any new mods which caught my eye, I would focus on, say, textures for one revision, or features for another (like mobile support for Revision 9). I have always felt that there was something more for me to do on the backend, but with Revision 10 I hit my sweet spot. That's not to say that further improvements aren't possible, but the builds finally reached a level of quality and breadth where I felt comfortable sharing them across many platforms. Most of the features that I can add on my own are done, and the builds are about as stable, modular, and user-friendly as I can make them without a whole team of volunteers to help.
</p>

<p>
	Which is, of course, where the mod community can come in. I have been hesitant to directly request mods before, or intervene to offer my opinions in the case of mods which are actively in development. The mod builds have exacting content standards, and I have been brutally cognizant of the dangers of making it seem like I am mandating the creation of content that fits my outlook and smothering content which doesn't. It's never been my intent to try to pidgeonhole modders into making the kinds of things I want, and so I have remained virtually entirely hands-off. But, as mentioned above, the time where I could improve the mod builds solely through spit and polish is beginning to draw to a close. The builds, just by nature of their existing feature base, are beginning to move from a point of refinement to a point of expansion, and I will be the first to admit modding is not something I can do. I need help.
</p>

<p>
	What I have settled on is this thread, and companion thread for <a href="https://deadlystream.com/topic/10692-mod-build-request-thread-kotor-2/" rel="">KOTOR 2</a>. Listed in these threads are an expansive--but by no means exhaustive--series of mods and patches that I would love to have available for the builds, but which I also think would simply benefit the KOTOR community. I intend to update these threads over time as new ideas for improvements strike me. If something catches your eye you can jump on it, and if nothing does you can move along and not be bothered. I think it's the best compromise state I can reach which will let interested modders know what kinds of things I would like to see without unfairly inserting myself into the development process.
</p>

<p>
	I should, however, stress the annoying part: <strong>completion of any of the below does not guarantee inclusion in the mod builds</strong>. Which is a bit of a pain in the ass, I know, but if I requested a lightsaber mod and you made one but each lightsaber had +10 STR and +20 ATK, that might be a bit imbalanced. That's an extreme example, but I hope you all follow what I mean: the more complex the mod is the more scrutiny I'll have to put it under to ensure it meets the builds' content standards. That means it might be of benefit to you to communicate with me during the development process, either here or on the <a href="https://discord.gg/kotor" rel="external nofollow">Discord</a>, to make sure that the mod as you're producing it fits the build standard, OR that we can setup an alternate install option with a different setup that does.
</p>

<p>
	- - -
</p>

<p style="text-align: center;">
	<span style="font-size:24px;"><strong>A Brief Breakdown:</strong></span>
</p>

<p>
	The mod requests below are split into several categories based on the type of each request, such as Bugfixes and Quest Mods. Within each of these categories, requests are ordered based upon the assumed difficulty-to-complete of each request.
</p>

<p>
	Many of these requests will be discussed in the comments, and I recommend reading through the thread if you're just stumbling on it to get an idea of my discussions with other modders, as there are usually some good ideas circulating around how to implement some of these.
</p>

<p>
	As I mentioned previously, this list is never going to be exhaustive. If you have an idea for a mod that you think would fit into the builds well, feel free to reach out to me and discuss it, as long as you're comfortable with me giving you pre-release feedback. I'm happy to do so, but as I said I don't want to presume and initiate such a conversation on my own.
</p>

<p>
	Whenever a mod request is completed and I have tested and confirmed I would like to use it in the builds, I will remove it from this list. Whenever I come up with a new idea I will edit it into this OP as well as posting a comment talking about the new request.
</p>

<p>
	- - -
</p>

<p style="text-align: center;">
	<span style="font-size:24px;"><strong>Mod Requests:</strong></span>
</p>

<p style="text-align: center;">
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong>Balance:</strong></span>
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_58865S" style="display: none;"> </span>Believable Selkath Takeover</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			It's entirely unbelievable that the Selkath could take over Hrakert station. No matter how many more of them there were down there than the Republic crews, most don't use weapons, most are confined to individual rooms (and none are simply wandering around), there are absolutely no ambushes or unanticipated encounters, and you even see them attacking one another. They're slow, weak, and not coordinated. A mercenary team could've easily blown through them, and it's cripplingly immersion-breaking that the Selkath are spoken about in such terrified tones when they're some of the easiest fights in the game. It's made worse by there being hostile droids down there--there's no reason for those to be present. The Selkath went insane when the Firaxa sent out its call; they don't have the mental capacity to have reprogrammed the droids.
		</p>

		<p>
			I don't know exactly what needs to be done to resolve this idiosyncrasy, but something is definitely needed. Just making the Selkath more difficult to fight would not, I think, resolve the issue (nor would it necessarily make any sense; they're not exactly built for combat, seemingly). I think giving them all weapons and preventing them from attacking one another is at least a start. It might also not be a bad idea to treat Selkath sort of like the K2 Sith Assassins, where they spawn when you're already within a room, cloaked at the very edges, and then turn hostile and rush you once you're already inside. That would at least make the assertion that they came out of nowhere and swarmed the mercenary parties realistic, implying that they're coming from vents or hatches and attacking anything that moves and isn't a Selkath. There should also probably be many more of them, and they should rush the party in large groups as compensation for the removal of all the hostile droids in the area.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Swoop Overhaul</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Salk's <a href="https://deadlystream.com/files/file/2473-kotor-swoop-bike-upgrades/" rel="">Swoop Bike Upgrades</a> mod is a step on the road to this, but what I'd really like to see in a comprehensive swoop racing mod is something which shakes it from being the basically free credits it is right now. As it stands, although Salk's mod makes winning the races easier, it's still possible to race perfectly with a default swoop, win the races without any investment and pocket all the money. Swoop racing is basically just a free money printer for players which they've grown to accept is an inevitable financial injection.
		</p>

		<p>
			I'd like to see two things: first, changed swoop racing times which make purchasing at least <em>some</em> upgrades mandatory to be able to win the top tier of races. Second, more upgrades, preferably with some interplay between them (for instance, maybe an accelerator reduces your top speed and vice-versa, so you need to buy a separate module that increases top speed to offset it if you want to get real benefit out of it). A system like this would take swooping from being a given to having a significant financial buy-in to gain high-end rewards. It should still be profitable, but once at least SOME money is required to be put down to be a serious contender, the calculus changes and it becomes less of a rote expectation in players' calculations of their income and progression.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_67835S" style="display: none;"> </span>Leviathan Command Deck Difficulty Increase</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			The Leviathan Command Deck is way too easy. It might not be the Star Forge, but the approach to the bridge of a fleet flagship should be one of its most heavily-defended points. They know you're coming and an alarm is blaring, but you have to fight nothing but a few patrols and, OPTIONALLY, two barracks full of men? There should be a lot more difficulty here--pop-up minefields, doors shutting and locking behind you, additional patrols pouring into the level. If possible, the player should feel heavily pressured to get out as soon as possible.
		</p>

		<p>
			Now, with that said, I am generally against eternal spawns. I don't like it on the Star Forge, and at best I tolerate it on the way back through the command deck going down to the hangar. So rather than patrols constantly spawning, it might be best for entry into certain rooms to trigger a patrol to "come up" through the elevator, and you'd get an ingame cutscene of them pouring out and then rushing to your position, where they'd begin to engage you. So each room would have a risk of traps, as well as a new patrol rushing you.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Krayt Dragons are Hard to Kill</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Ostensibly, anyway. All you need to do right now is throw some fodder at a bantha and kill a couple of Tusken and it dies in a cutscene.
		</p>

		<p>
			Some level of player agency needs to be added back into the dragon encounter, even if all it boils down to is Komad asking the player to be the one to put down the minefield. But I'd much prefer it if there were an actual element of skill and a risk of losing the fight. I imagine that fighting the dragon is entirely impractical due to its size and a lack of animations, but if any method could be found which would give the player direct agency over some aspect of the encounter and run the risk of a potential loss, that would be huge.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>CHA Items for DS Players</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			They call it the quick and easy path, but really in KOTOR playing DS isn't all that easy. As a DS player the main attribute that you benefit from is meant to be STR, just like LS focuses WIS. But unlike the Qel-Droma Robes and Circlet of Saresh, which are both best-in-slot for LS casters (at least until you get the Star Forge robes), DS players get... Marka Ragnos's gauntlets, which give less STR than either the Geno'Haradan gauntlets or the Dominator gauntlets, both of which are better in-slot and don't even have alignment restrictions. And Tulak Hord's mask lets you... resist fire? I guess? Cool?
		</p>

		<p>
			DS equipment fucking sucks is what I'm getting at. Their gear is geared towards melee but is worse at it than items which have no alignment restrictions, and they have absolutely no caster gear to speak of. Although I think Ragnos's gauntlets being worse than the other two is kind of unforgivable and would like to see the progression be Geno'Haradan at 3, Dominator at 4 and Ragnos's at 5, that's not what this request is about. Rather, this is about giving DS casters something to work with, since right now in the original game they have nothing at all.
		</p>

		<p>
			The Dark Side is all about seduction: lying to others and yourself as you fall irrevocably deeper into its embrace. In this context, I think it makes sense for a few new (or modified) items to give CHA to a DS player, so that DS casters can benefit. The totals should not be able to reach the benefit that WIS gives for LS casters (in other words, no more than 5 CHA distributed across maybe 2 items), but it should be enough to give a DS caster some options, and some additional DC to their Force abilities that leaves them less out in the woods when it comes to items that fit their build.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_100282S" style="display: none;"> </span>Leviathan Bridge Difficulty Increase</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I grant that by the time Saul knows you've broken out the route to the bridge is already cut, so he can't get additional reinforcements. I feel like the bridge is ludicrously under-defended even still, however--again, even sitting in the middle of nowhere camping a hyperlane without anticipating encountering enemy forces, this is still an extremely advanced starship. There should be a few additional pop-up turrets at minimum, and potentially also a couple of additional troopers.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size: 14px;"><span id="cke_bm_145577S" style="display: none;"> </span>Star Forge Spawn Sanity Module</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Star Forge spawns are awful and we all know it. I know there's at least one mod out there that tries to add some sanity to it, but I think all it does is cap spawn numbers, which isn't the full problem as I see it. Presently there are two primary problems with the system: enemies can spawn directly in your line-of-sight, and they spawn infinitely. What I would like to see, ideally, is a system which guarantees that enemies will never spawn within the player's scope of vision, and which also caps enemy spawns in given spawn zones to a certain number of waves. This would help players who are DS (and thus forced to take Bastila with them) from having to try to drag her away from infinitely-spawning waves of enemies to get to the module transition point while still retaining significant difficulty.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Buffed Dueling</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Dueling is not a <em>bad</em> feat; there is a niche for it, but it is a very, very small niche--a niche where the player choosing Dueling cares more about a small Defense bonus than they do significantly higher damage output, which is basically never. Even a Jedi who is focused on Force abilities has no real incentive not to dual-wield anyway, unless they are catastrophically feat-starved (in which case they wouldn't pick Dueling anyway).
		</p>

		<p>
			I'd like to buff Dueling in a maybe unconventional way, but one that I think makes sense. Most characters who use single single-bladed sabers in both games are Consulars, although in Kreia's case I suppose it's not by choice. Regardless, I think there's some logic to this: by using a single saber the Jedi is minimizing distractions in combat and disassociating themselves from offensive use of their weapon in order to focus on the Force, be that offensively or defensively. I think it would make sense to give each level of dueling a small increase to the DC required to save against the Duelist's Force abilities, to represent their emphasis on the Force as their weapon: 1/1/1, 2/1/1, or 0/1/1 would all make sense depending upon balance concerns, and I leave that to the modder's discretion. I also think a +1 passive regen to Force points on the final tier would make some sense, again to represent the Jedi's overwhelming focus on the Force over and above conventional melee combat.
		</p>

		<p>
			I realize that these are all buffs which apply only to Jedi, and does not improve Dueling's utility for anyone who isn't a Jedi. That's a valid criticism, and one I can't think a way around. Giving any bonuses which would help non-Jedi would just make the Jedi buffs overpowered when they're already quite strong, and giving the tree general improvements rather than focusing it on Force-users makes less sense, in my opinion, and also runs the risk of simply making the tree too strong (like dual-wielding is presently) rather than something which fits a specific niche. I am open to alternate suggestions, however.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Twitch is Hard</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I don't know about everyone else, but in my experience Twitch is much easier to beat than Marl. The rest of the dueling arena on Taris has a pretty logical difficulty curve that feels very natural, but Twitch is just inexplicably easy.
		</p>

		<p>
			I'd really like a difficulty mod for Twitch that makes him feel properly more difficult to defeat than Marl, <em>without</em> making Bendak feel like he isn't a big step up in difficulty in comparison. The entire progression, from Duncan to Bendak, should feel fairly linear in difficulty increase.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Sentinels With Skills</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Sentinels have all the proper class skills they should with the K1CP, but they have poor actual skills per level (Scoundrel gets 3 at 8 INT, whereas Sentinel gets only 1). This limits their effectiveness even further in a game where skills are already very weak, and giving them more base skills for their class would be a simple buff to make Sentinels more useful.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong>Bugs, Oversights &amp; Immersion:</strong></span>
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_116080S" style="display: none;"> </span>Bastila Needs to Hide</u> - Fulfilled by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/8946-salk/?do=hovercard" data-mentionid="8946" href="https://deadlystream.com/profile/8946-salk/" id="ips_uid_9718_5" rel="">@Salk</a>, pending a retest after the initial version.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Bastila is the sole person that the entire Sith occupying force is looking for on Taris. They know what she looks like, they know she's a Jedi, and they're hunting her with all of their will. However, dozens of troopers in the upper city just miss her running around with her lightsaber out, or killing half of them in the Sith base. Uh-huh.
		</p>

		<p>
			I would very much like a no-frills mod which requires Bastila to wear headgear which hides her face while on Taris, as well as preventing her from equipping her lightsaber (whether that's achieved by scripting or simply not giving her her lightsaber until Dantooine, either is fine with me). I know there's one mod at least that already does this, but I wasn't super fond of its particular implementation, so I'd very much like to try someone else's take on it.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_117327S" style="display: none;"> </span>Mission Needs to Pay Attention</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			When you land on Kashyyyk, Zaalbar tells you early on that he was exiled from the planet, and why. When you meet with Chuundar this is affirmed, as well as confirming that Chuundar and Zaalbar are brothers, and sons of the chieftain Freyyr. But if you have Mission in your party when first meeting Freyyr, she acts shocked that Zaalbar was exiled, exclaiming that he never told her that, as well as being incredulous that he's some kind of "Wookiee prince" and that Chuundar was his brother.
		</p>

		<p>
			Now, these responses make sense if Mission wasn't in your party for Zaalbar's story or your confrontation with Chuundar, but she says these things even if she was. It would be nice if there was a check to see if Mission was present at either conversation; if only the first she shouldn't interject with her line about being exiled, and if she was present at both she should say nothing when you're speaking to Freyyr at all.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>I'm Within Milliseconds of Winning Screw You</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I should preface that I'm not even sure if it's possible to do this, but it frustrates me when I can finish a race just a couple of milliseconds short of the record time and the entire crowd will laugh at me and the race organizer will mock me for a bad run. It just doesn't feel realistic; close races like that are great. I'd love it if there were three tiers of reaction rather than two: cheers for winning and boos for losing like there are now, but also a more mixed reaction if your time was very close to the record: nodding from some, clapping from others, shaking heads or anger from a few, with the organizer congratulating you on a close time. Let's say that reaction would proc if you were within 50ms of the record, whereas the current loss reaction would become the reaction for a "bad loss" and would be for any time 51ms or greater over the record time.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Sith Armor Allows Force Abilities</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Items like Exar Kun and Darth Bandon's armor exist, yet have dubious utility, both for their ostensible owners and the party itself. Though Bandon is shown to be able to cast in his armor, the player can't. And while both suits can be upgraded, there are other, better armors out there for non-Jedi party members. Long story short, Bandon and Exar's armors are just above-average sets with limited real utility to any party member, Jedi or not.
		</p>

		<p>
			I'd like a couple of things here. First, for immersion's sake, I'd really like Exar's armor to be moved from its current merchant and either moved to a world drop or given to Suvam. It makes very little sense for a random merchant to have the armor, and it would make more sense for it to be lying unclaimed somewhere, or most likely for Suvam to have it, since he's explored Yavin IV.
		</p>

		<p>
			Second, I'd like to see all armors which are explicitly attributed to Jedi or Sith be universally nerfed, BUT allow Force abilities. Ideally none of these armors, even with both upgrades slotted in, should have more than 5 defense, so upgrades should not give any AC. They should probably also come with some sort of penalty for casters, maybe a reduction to WIS, to represent the difficulty of casting Force abilities while encumbered--it should be allowed, but discouraged for offensive use. But their presence would then make a certain amount of sense--they would fill a specific niche this way, unlike they do now, in that they would be attractive to Jedi builds which don't rely on offensive Force powers but would benefit from higher AC while still being able to cast buffs.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Party at Davik's</u> - Fulfilled by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/8946-salk/?do=hovercard" data-mentionid="8946" href="https://deadlystream.com/profile/8946-salk/" id="ips_uid_4292_4" rel="">@Salk</a> <a href="https://deadlystream.com/files/file/2818-party-at-daviks/" rel="">here</a>, not yet tested for integration.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			How, exactly, does Calo know that Bastila was with the player if the player elects not to take Bastila with them to Davik's estate? The same question goes for Carth. Based on the dialogue when leaving Davik's estate, the rest of the party is still in the hideout at this time. Not only is that kinda stupid, it also leaves no way for Calo to know you have Bastila with you if you, say, only bring Canderous and Mission to the estate. It makes even less sense that the party is at the hideout when you consider you can swap the party at any time while in the estate.
		</p>

		<p>
			I think a sensible way around this is to cut any lines referring to going to pick the party up with the <em>Ebon Hawk</em> while also having the whole party run in behind the player when Calo holds up his thermal detonator. This way Calo would have seen everyone together, been able to identify Bastila and Carth, and there's no weirdness about where the party is during all this mess and why you can hot-swap out.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Carth and the Player Both Require Sith Uniforms</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Logically, why would a Sith guard stopping civilians from entering the lower city look at somebody in Sith armor and a random civilian behind him and just think "this looks legit"? If you're going to sneak down to the undercity, you probably need to look like a patrol, not a random soldier with a civilian hanger-on. That just screams suspicious.
		</p>

		<p>
			Parametric made a mod for this a while back, though it was never uploaded on Deadlystream. That mod has some bugs, however, the most glaring being that, although the guard properly stops the party if only one of them has armor on, you can simply walk past him and interact with the elevator anyway, which defeats the purpose of the entire mod. I'd really like another look at something like this which forces the player to find gear for both Carth and themselves and to both have it equipped to be allowed down into the lower city.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_126127S" style="display: none;"> </span>Vorn Has a Pearl</u> - Fulfilled by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/81974-raven-fal/?do=hovercard" data-mentionid="81974" href="https://deadlystream.com/profile/81974-raven-fal/" id="ips_uid_1030_4" rel="">@Raven-Fal</a> <a href="https://deadlystream.com/files/file/2871-vorn-daasraads-krayt-dragon-pearl/" rel="">here</a>, to be tested for inclusion</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Geno'Haradan leader Vorn Daasraad is found next to the corpse of a Krayt Dragon he had killed. There's no Dragon remains in or surrounding it, which implies he'd already taken his prize from the corpse, and logically that he should have at least one pearl on him. It's not said that every single dragon would have a pearl, but this one looked to be a big one, and the larger dragon in the deep dune sea had two.
		</p>

		<p>
			Since almost nobody ever uses the pearl to speak to the Tusken storyteller, the presence of another might hopefully incentivize players to do so.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_143581S" style="display: none;"> </span>Twi'lek Don't Disappear</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			The Twi'lek merc you encounter when first entering the Hrakert station says emphatically he's going to wait right by the submersible for you to fix whatever's driving the Selkath and sharks crazy. Yet if you clear the entire station of hostiles and return to leave, even if Manaan isn't your third planet and Bandon doesn't come down to kill you, the Twi'lek is just gone. No corpse, just gone. It doesn't make sense; he should still be there, and come with you back up to the station, unless (if possible) you left any Selkath still alive before going out to the underwater section. In that case you should find his corpse, just as you should if Bandon comes down to face you.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_150440S" style="display: none;"> </span>Why Are We Fighting?</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			You can convince Jagi, Canderous's old war compatriot, not to fight on the basis that Canderous's actions were correct. However, even if Jagi admits that he was in the wrong and commits suicide, his two hired goons fight you anyway. For what possible purpose? Lotta loyalty for a hired merc.
		</p>

		<p>
			I'd like them to just sort of glance at each other if he kills himself and then run away toward Anchorhead, so the player wouldn't be required to kill anyone if they successfully resolve the situation with Jagi via dialogue.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_153127S" style="display: none;"> </span>Tarentatek-Be-Gone</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			When you get rid of the Czerka poachers in the Shadowlands by disabling their sonic emitters, a Tarentatek appears to drive them off. While there is a Tarentatek on the planet, he's in the lower Shadowlands beyond the Czerka energy barrier. Jolee does say that native fauna are climbers that can get around those barriers, but Tarentatek aren't native to Kashyyyk, and even if they were Freyyr makes it clear that the Tarentatek is smart--it doesn't hunt large groups, and that's why they have the ritual to draw it out. It doesn't make sense for it to go after the large and well-defended Czerka camp under any circumstances, and it makes even less sense that the player would just let it happen without engaging it. I'd like for the Tarentatek to be replaced with something more fitting for the area--probably a Katarn pack, although if the modder wants to be exotic a Maalras pack could be taken from KOTOR 2, just to capture the same sort of sense that the Tarentatek conveyed originally: that there are exotic threats in the jungle which they have not seen.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Tusken Aren't Blind</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			You can sneak into the Tusken enclave by wearing Sand People robes, sure. But why exactly do the other Tusken who are walking around in front of the Enclave not notice if you happen to walk up to one of them and casually murder them like 20 feet away? That seems very <em>odd</em>.
		</p>

		<p>
			I suggest that, if the player gets discovered by any of the Tusken outside their Enclave or sets off any of the mines in the vicinity, all the Tusken in the area should turn hostile while they receive a notice that the enclave turrets will activate in 10 seconds, and they must get far enough away by that time so as not to be instantly killed. If this happens they will have to return again and try to sneak back in later. This makes revealing yourself to the Tusken an actually bad decision, unlike the free XP farming it is in vanilla.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_155596S" style="display: none;"> </span>Less Ridiculous Rakata Temple Entrance Animation</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			The "energy laser" thing the Rakata chanters cause to happen to unlock the Temple is flat-out hokey and weird. I would like the laser and sound effects to be removed entirely, and for the barrier on the door to simply go away after a brief time of them chanting, with the player and party rushing in while they continue to chant to keep the barrier down.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_158759S" style="display: none;"> </span>Going into Shock is Good for You</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Okay maybe not under normal circumstances, but for the Mandalorian on Korriban it is. If you ask him how to help him, he specifically asks you to put him into shock so he doesn't have to reveal his stash. If you then comply with his request and put him into shock you... get DS points. Huh.
		</p>

		<p>
			If you put him into shock without <em>actively convincing</em> him you're trying to help him, you should get the DS points. However, if you convince him you're trying to assist him and put him into shock as he requests, you should get LS points.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_160672S" style="display: none;"> </span>Geno'Haradan DS Sanity Patch</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			When you're assassinating the Geno'Haradan leadership, you believe (or at least, can believe) that you're doing it for good reasons. But almost unique to K1, to complete this quest at all you're required to take DS points, and a significant amount. But why would the player be evil for taking actions they think are for the greater good? Assassination is distasteful, and I'm not suggesting they should be out here getting LS points or anything, but if they truly believe what they're doing is for the good of the galaxy and don't realize that they're being misled or revel in the deed, I don't think they should get the DS points.
		</p>

		<p>
			This would work, as implied, based off of the player's dialogue with each target. If they simply don't care about why they're doing the assassinations or take pleasure in hunting or goading their targets, the DS points should remain. But if they're dispassionate and maintain that they're only doing what they are for the sake of the galaxy, they should not gain DS points until Hulas reveals to them what they've truly done, at which time they should get a single DS shift (to represent their tortured conscious at the revelation of their actions).
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Yuthura Opens Up</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Especially for new players, I think it would be beneficial to include something which indicates to the player that there's a reason to come back to speak with Yuthura every time you gain prestige. Perhaps an unvoiced ingame popup at the end of her mandatory dialogue with the player after entering the Academy which reads something like, [Even though she has confided her plan to you, you get the sense that Yuthura isn't willing to trust you yet. As you gain more prestige and it becomes obvious you will be the prospect selected to become Sith, she may open up more to you.]
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<strong><span style="font-size:20px;">Companions:</span></strong>
</p>

<p>
	<u><span style="font-size:14px;"><span id="cke_bm_33867S" style="display: none;"> </span>Yuthura as a Companion</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			This would be an absolute ton of work, and is probably the most unrealistic request of everything here. It would also be one of the most difficult to achieve in a way which would allow for mod build inclusion, given the scope of the changes it would necessarily involve and how seamless they would need to be. Nevertheless, I list it here in case someone else might be thinking along the same lines.
		</p>

		<p>
			One of the most popular requests on the subreddit, either in a wishlist for the remake or as a standalone mod presently, is to make Yuthura a companion. I broadly agree with this; the game has a dearth of actually DS-aligned party members, and not a one of them being Force Sensitive. Yuthura is also in the unique position of having the potential to be redeemed already, so you could feasibly recruit her either as a Sith or as a redeemed Jedi, and either would have a unique perspective.
		</p>

		<p>
			The nature of this mod would require massive changes across much of the game, however, and I'm aware of just how daunting a prospect that is. Writing new dialogue with her and party banter between her and the other companions and recording it; integrating her into existing scenes; taking T3 out of the party and putting him as an NPC on the ship; finding a way to work her into the Temple sequence when you already have a full party. It would be a tremendous amount of work. However, I can promise that, if the attempt is made, I will take a serious look at integrating it.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size:14px;">Dyanmic Juhani Alignment</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			This one would be tough, and is perhaps a bit of a pipedream, but one of the things I am generally most frustrated about in KOTOR is the lack of party dynamism. KOTOR 2's influence system is an abomination in many ways, but at least it actually makes your party feel like a living thing. In KOTOR you can bait Juhani, you can be ruthless to Juhani, you can make her feel rage and anger and hatred for the man who killed her father... and she will end up saying "nooo don't become a sith your so <s>sexy</s> good at heart haha" at the Temple. Bitch what?
		</p>

		<p>
			For the most part, I feel the companions in KOTOR at least have suitable reasons to behave as they do. HK, Canderous and (to an extent) Zalbaar will follow you no matter where you go, because you're their natural leader. Carth, Mission and Jolee will always stand against you if you turn to the Dark Side, and all have a wealth of experience in their lives to tell them that's the right thing, and they shouldn't budge. But not Juhani. Juhani is consumed by doubt and rage when you find her, and even when she is calmed, that rage is never far from the surface. If the player worked with her to bring her to peace, then her words at the Temple would make sense. Yet if the player had worked to prey on her anxieties, had deliberately made her feel her rage and give in to her temptations to kill Xor, we should not be seeing a Juhani who repudiates the Sith. In short: Juhani, like Revan themselves, should be able to truly fall.
		</p>

		<p>
			By necessity a mod such as this would require either a perfect Juhani impression or, more likely, AI VO. It would likely also require at least a decent amount of writing, to convey Juhani's changing outlook across conversations as you tempt her closer and closer to the Dark Side, eventually culminating in her fall when Xor is killed and her betrayal of Jolee at the Temple mount. But I think giving Juhani that dynamism would instantly move her from being regarded as a C-rank companion at best to a fan favorite.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size:14px;">Make T3 An Actual Character</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			T3 in KOTOR could at best be called a sort of pathetic joke. He opens the door to the Sith Military Base and then, if you try to talk to him after that, his dialogue is essentially a polite way of saying they didn't write him any dialogue. He's clearly the weakest link in the game, which is why I think it would be acceptable to make him an NPC and replace him with Yuthura in the long-term.
		</p>

		<p>
			With that said, T3's unimportance in the original game is the pure inverse of his importance in KOTOR 2. He's got such a central role in the sequel that I think it's whiplash-inducing how much you can totally forget about him in the original after you get off of Taris. I would like for a mod to take a stab at making a sort of "build-your-own-T3" concept, except instead of actual physical construction what you're building is his personality, through dialogue with him over time. A lot of this would necessarily be forced to turn out the same way--for instance, KOTOR 2 doesn't work if T3 doesn't idolize the player, so no matter what the little droid would need to get very attached to Revan. But there would be room for some nuance, such as how exactly that idolization comes about, as well as for some genuinely variable sequences, for instance in how T3 views Bastila and your other companions. I think giving him some dialogue and a budding personality over the course of the game will help players grow their attachment to him, as well as make it less strange when KOTOR 2 gives him such a huge role and defined personality where KOTOR had none at all.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Zaalbar and Chuundar</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Zaalbar is shown to be... impressionable, to put it politely. After just a brief time in his brother's company he suddenly starts to question his entire world-view and wonder if slavery is maybe not so bad after all. Given how absolutely moronic Zaalbar appears to be, this got me thinking. You're fully free to drop him off with Chuundar, leave Kashyyyk, and only go get him back at the very end. What if he was with Chuundar <em>all</em> that time, and not just a few brief days?
		</p>

		<p>
			I'd argue that, if you leave Zaalbar with Chuundar and go complete other star maps, there should be consequences. Zaalbar should become less LS-aligned, and eventually become DS-aligned as Chuundar poisons his mind. If Zaalbar is left on Kashyyyk before the first star map is completed and only recovered last, he should be so far gone that he refuses to support Freyyr even if you do, and instead backs Chuundar (though he could be spared after the player wins, in this scenario he would refuse to acknowledge Freyyr as chieftain and be banished again). This route would also allow Zaalbar to betray and execute Mission without rebelling against the player after, as he has been so thoroughly corrupted to respect only strength.
		</p>

		<p>
			Best of all, all of this should be achievable without needing any VO, just some new writing for the Wookiees and the player. It would add much-welcome dynamism to the party and another potential route to consider for DS players, while not having anywhere near the same overhead as other companion requests.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Being Revan is Kinda a Big Deal</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Your companions are REMARKABLY blasé about their fearless leader being the meat sack of the mind that once waged a war of unbelievable brutality against the Republic. Carth is the only one who really takes it seriously, and even he honestly handles the revelation better than he probably should! I would very much like to see a lot of additional reactivity to the player being discovered to be Revan, achieved through the use of AI VO. It would be nice if the initial revelation isn't as much of a hugbox, with the party more seriously grilling the player about how much they remember and whether they've actually changed, especially if they've taken DS actions to that point. It would also be nice if, after the revelation has occurred, there was additional interjection dialogue in encounters where companions can talk positively about LS choices showing that the player has really changed, while DS choices bring trepidation and warnings.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<strong><span style="font-size: 20px;">Miscellaneous:</span></strong>
</p>

<p>
	<u><span style="font-size:14px;"><span id="cke_bm_76858S" style="display: none;"> </span>Sewer Consolidation</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Difficult for limited benefit, and thus very low priority, but almost every user on the subreddit agrees the sewers are the worst part of the game. I think a consolidation of the two sewer modules into one by cutting several of the side paths and having Mission's force field door lead straight down to the Rancor room without need of a module transition would help speed things up and make an otherwise annoyingly long part of an already annoyingly long planet work better.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Geometry Problems</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			There's a gap in door geometry leading into the Manaan Sith embassy at the top of the door (you can see into the interior of the elevator while the door is closed). Also a small gap to the bottom left and right side of the door at the base of the walls where you can see water moving beneath, if standing at the embassy desk.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Enemy Diversity</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			There are a lot of Kinrath. Kinrath in the Dantooine crystal caves, Kinrath on the Great Walkway (despite them being miles up, and Kinrath being a burrowing species...) and Kinrath in the Shadowlands as well. Replacing the Kinrath on the Great Walkway would increase ecological diversity on Kashyyyk, which after all is meant to be a planet whose ecology is quite literally on overdrive, while also reducing the over-use of Kinrath as an enemy type. Unfortunately, the only candidate I can think of for this replacement is another burrowing species: Laigrek, from KOTOR 2's Dantooine sublevel. Alternately one could replace the Shadowlands Kinrath with Laigrek since Laigrek are shown to be more universally a burrowing species than Kinrath, but that would require editing the baiting sequence for the Tarentatek to have a Laigrek drop the corpse bait and replace the corpse icon with a Laigrek rather than a Kinrath.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong><span id="cke_bm_119298S" style="display: none;"> </span>Models, Textures &amp; Visuals:</strong></span>
</p>

<p>
	<span style="font-size:14px;"><u>Mod Build-Aligned Comprehensive AI Upscale</u> - <strong>PARTIALLY </strong>fulfilled by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/6843-redrob41/?do=hovercard" data-mentionid="6843" href="https://deadlystream.com/profile/6843-redrob41/" id="ips_uid_5322_4" rel="">@redrob41</a>'s <a href="https://deadlystream.com/files/file/2659-4x-upscale-character-textures-model-fixes/" rel="">Character Textures and Model Fixes</a>, though there are plenty more textures to address</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I should start out on this one by saying I would, of course, prefer handmade textures. But the reality is that that's a ton of work, and even for a game of KOTOR's size it's unrealistic to get that. AI makes upscaling the games environments feasible, but there are problems with this--principally that almost all AI upscales out there today are either poor quality, completely butcher textures' alpha channels, are far larger than they need to be to the extent that it exacerbates the game's memory leak, or an unholy combination of all three.
		</p>

		<p>
			I would desperately like to work with someone who could coordinate with me on making an AI upscale for the basegame which is aligned with the mod builds--that is to say one which values the vanilla design; is double-checked by hand to ensure that alpha channels on each texture are handled properly after the upscale; and which specifically includes compatibility patches for several of the texture/model mods which the mod builds already include. This is naturally going to be a large amount of work, as each time the builds undergo a Revision new compatches would need to be made, but the most significant time and labor investment would be for the first version, and after that only a few texture mods would need to be taken into account for each new Revision.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Dynamic Player Head Use</u> - <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/23972-n-drew25/?do=hovercard" data-mentionid="23972" href="https://deadlystream.com/profile/23972-n-drew25/" id="ips_uid_7626_4" rel="">@N-DReW25</a>'s NPC Diversity mod contains this feature, but is not yet tested with the builds</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Currently there are many player heads which are situationally used to replace NPC heads to add to the game's variety, but there are also many player heads which aren't used at all, and many, <em>many</em> NPCs which could benefit from more unique appearances. It'd be nice to see a mod make full use of all the alternate player heads on existing NPCs, to make more of the NPCs you interact with over the course of the game visually distinct.
		</p>
	</div>
</div>

<p>
	<br>
	<u><span style="font-size:14px;">Comprehensive Lightsaber Mod</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Think USM, but with better balance, consistency, and less bloat. I would love to see a comprehensive take on a lightsaber mod which includes proper unique hilts for the game's most important Jedi and Sith, while also including a variety of unique hilts that the player can find, craft and/or modify. The landscape for hilt mods has been far too limited to this point, I feel, with much of the focus either being solely on unique hilts for NPCs or tying redesigns to color crystals, rather than a comprehensive joining of both concepts. And, of course, most mods are old enough that they didn't have the opportunity to take advantage of <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/28636-crazy34/?do=hovercard" data-mentionid="28636" href="https://deadlystream.com/profile/28636-crazy34/" id="ips_uid_9210_8" rel="">@Crazy34</a>'s excellent saber lighting, nor the ability to back-port KOTOR 2's color palette into the original.
		</p>

		<p>
			<a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/9057-jcarter426/?do=hovercard" data-mentionid="9057" href="https://deadlystream.com/profile/9057-jcarter426/" id="ips_uid_9210_10" rel="">@JCarter426</a> is cooking something here and could use help, but with no disrespect intended to my co-author I'm not fully wedded to his concept. I think there are multiple ways to do a good saber mod, and whether in the form of assistance to JC or a standalone shot at it I would love to see some attempts made.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>The Endar Spire is Actually Blowing Up</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			For being a ship that's imminently in danger of exploding, the Endar Spire is a remarkably clean and functional vessel. Sure, they are a few piles of rubble and a tiny little bit of sparks, but the ship blows up literal seconds after you leave. With that in mind, it is a <em>remarkably</em> visually undamaged. I'd love to see a mod which presents the Endar Spire as a more obviously damaged vessel which is under imminent threat of destruction.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size:14px;"><span id="cke_bm_130975S" style="display: none;"> </span>Comprehensive Melee Model/Texture Improvement</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			We have SithSpecter's incredible HQ Blasters, and about a billion lightsaber mods of every variety. We have AI upscales of every area in the game (of dubious quality though many are), and almost all the characters. What we most decidedly do not have is a comprehensive and high-quality texture (and, if necessary, model) improvement package for melee weapons, which seem to languish. At best there are a handful of standalones, but oftentimes these standalones aren't broadly respectful of the aesthetic design of the vanilla weapons, and even those that are only cover a small proportion of the weapons available ingame. This would be a major visual consistency improvement.
		</p>

		<p>
			To be clear, I am generally not looking for AI work in this request (such projects already exist). I'm also not asking for SithSpecter quality here, because his blaster mod is hard to top; just a human touch which enhances the visuals of each weapon while preserving their general appearance. I say human touch specifically because, since many of these weapons are very low-res, a direct AI upscale would probably just make them look like garbage, with garish colors or patterns. A human eye will translate the underlying intent of the design without making it look terrible, I feel.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_132042S" style="display: none;"> </span>Visually Distinct The One</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			The One, despite being effectively the leader of the largest Rakata nation, a latently Force-Sensitive Rakata, and an unparalleled warlord is a pushover to fight and his only visual distinction is that he's slightly more pale than the other Black Rakata. He rules hundreds of islands and has scavenged gear from at least dozens of ship crashes, but he fights in a glorified tunic with common vibroblades.
		</p>

		<p>
			Thematic The One, a new mod by <s>JC</s> me, at least addresses some of the ease with which The One is dispatched. But I would also like to make him more visually distinct, with an appearance that reflects his warrior nature and his accomplishments of conquering dozens of other tribes. Ideally, I'd like to see a new model/texture combo for The One which includes an armor set made up of piecemeal bits of other armors: scraps of different combat suits, Mandalorian greaves, maybe some hollowed-out Rakata skulls as vambraces to show his brutality--that sort of thing. Something which conveys that he's a warrior who has defeated many different space-faring cultures, as well as many of his own people.
		</p>
	</div>
</div>

<p>
	<u><span style="font-size: 14px;"><span id="cke_bm_148741S" style="display: none;"> </span></span></u>
</p>

<p>
	 
</p>

<p>
	<u><span style="font-size: 14px;">Unique Player Clothing</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I'm a big fan of Ol' Cappy's <a href="https://deadlystream.com/files/file/2145-k2-companion-starting-armors/" rel="">Companion Starting Armors</a> for K2, the goal of which is to give the party armored variants of their default clothing which let them retain their unique looks a bit longer before the starting armor becomes superseded by better loot drops &amp; more difficult enemies. I do think Cappy's armors are <em>slightly</em> better than they should be, but in all I love their mod.
		</p>

		<p>
			I know that there are some mods which attempt similar things for K1, but for each I either dislike the implementation or think that the starting equipment is too powerful. I'd love a no-frills mod that functions similarly to Cappy's while maintaining lore-friendly descriptions and only moderate bonuses, so switching off the starting gear becomes logical by the midgame.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_147767S" style="display: none;"> </span>Swoop Racing GUI Fix</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Presently, on widescreen resolutions the GUI for your swoop bike--that is, the HUD which shows the borders of your swoop cockpit, your boost level, and so on--doesn't extend to the borders of the screen, but cuts off awkwardly. <a href="https://youtu.be/Tre2wrlHRNQ?t=14" rel="external nofollow">This video</a> is a good example of what I mean. A small mod to fix this would be much-appreciated.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong><span id="cke_bm_61125S" style="display: none;"> </span>Overhauls &amp; New P</strong></span><span style="font-size:20px;"><strong>lanets:</strong></span>
</p>

<p>
	<span style="font-size:14px;"><u>Yavin and The Great Hunt</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I've spoken before--multiple times in this thread, in fact--about the concept of the "illusion of urgency"; the impression that you are in a life-or-death race with the ever-expanding strength of the Sith, and that any delay could bring about the failure of your quest. This is, of course, not how it actually works ingame. However, the <em>sensation</em> of this urgency, irrespective of its reality, is an important structural element of KOTOR, I feel, and enhances the atmosphere of the game considerably. My preference for maintaining this illusion is why I am generally against multi-planet quests in KOTOR, because how can an illusion of urgency be maintained if you're spending weeks in hyperspace to deliver a box to a Hutt?
		</p>

		<p>
			There isn't much that can be done with the Geno'haradan to make their quest "urgency-compliant", nor with Motta's delivery without substantively changing what's being asked of you. Yet, with that said, I think Yavin can be "fixed."
		</p>

		<p>
			In the vanilla game, the player has <em>no</em> reason to go to the Yavin system whatsoever; there's no signal or quest pointing them in that direction, they just fly there for no reason and find the best merchant in the game. Yeah right. Instead of this unprompted unlock, I would prefer that the player discovers something which suddenly makes travel to the system make sense. I'm open to alternate ideas here, but my proposal would be that the player discovers rumors that Tarentatek are still lurking on Yavin IV. This would be revealed to the player in datapads on the corpse of the Tarentatek of Kashyyyk, or the Qel-Droma corpse on Korriban, both of which would discuss the hunting party's shared concerns that Tarentatek on Yavin may have survived. Picking up either datapad would unlock the system.
		</p>

		<p>
			Now this leads to the much harder part of this request: going to Yavin IV. In the context of this request, one can imagine that the idea for a DS player is to loot artefacts of Exar Kun, while the LS player wants to find and eliminate any remaining Tarentatek. Yet either way, regardless of alignment the player will have reason to go down there, and thematically I think it hooks well into KOTOR's narrative anyway, due to how frequently Exar Kun is discussed as the immediate antecedent--and perhaps indirect cause--of the Mandalorian Wars, and thus the Jedi Civil War. Players would need to be able to land and explore at least two modules, both of which would have to be substantively original in design; reusing elements from either game would not work here, especially since I think everyone can agree that one module should be a Massassi temple. Because of this, I imagine it would take a team to complete this request in full, and I recognize it's a tremendous ask. I put it here in hopes it might inspire someone.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u>Return to Dantooine</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			As we see in KOTOR 2, Dantooine was not utterly destroyed as Taris was. This makes sense; Dantooine is a rural world, and even with the power of the Sith fleet they could do little more than fire on the small buildings they could find. They wreaked havoc and killed many, but it's not quite the same as being able to target the huge spires of a giant planetwide city, killing millions by dropping the upper levels down on the lower.
		</p>

		<p>
			Yet despite this the party never inquires as to the state of Dantooine--whether there may be any survivors, or whether they might be able to assist. Realistically, even with the assumption that the Enclave had been completely destroyed I feel as if the party still would have attempted to return and help the survivors if they could; even a DS player likely would have done this, to loot the ruined Enclave if nothing else.
		</p>

		<p>
			Being able to back-port areas from K2 helps tremendously with this request, as the ruined Enclave façade and perhaps parts of the interior of the upper-level (though it would need to be much more significantly damaged than the K2 restored Enclave is) could be used. The biggest troubles that I can foresee are finding a place for the 'Hawk to land (I assume using the open field right next to the Enclave might not be a terrible idea); having the Enclave upper level be even more damaged than what we see of the restored Enclave in K2, yet still having there be people there the party can try to save and a bit of loot for the player to grab; and finding sufficient other things to do on the planet to make a return worth it. I think here that the player bringing the wounded to the Matale Estate, gathering survivors there and doing quests to find lost loved ones would be one way to accomplish this, while also subtly implying that that's how the Khoonda government got started in the Matale building: the triage efforts of the K1 party there organizing most of the area's survivors there. Hell, Terena Adare from K2 might even be justified in making an appearance. There could also be stealthed Sith commando units still on the planet trying to harass locals and hunt down the last Jedi, giving the player something to actually fight while there.
		</p>

		<p>
			The main things I'd like to avoid with this request are: entering the sublevel (we know from K2 that it's untouched, so it should remain inaccessible in K1, at least after the Sith attack--I have no problems with it being accessible to the player prior to the <em>Leviathan</em>); giving away that too many of the Masters survived (you should meet either Vrook or one of Dorak or Zhar, but the survival of at least two of the Masters, and especially Vandar, should be withheld until endgame, with the surviving Master you meet unsure of whether their counterparts fled successfully); and, strange as it may sound, there being too many bodies to find. There should be very few survivors but also very few corpses: remember, Malak took many of them with him to the Star Forge.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong>Patches &amp; Submods:</strong></span>
</p>

<p>
	<strong><span style="font-size:12px">NOTE: </span></strong><span style="font-size:12px">Just because I list a mod here for a patch request does not mean that open modification permissions have been given by the author! Some patches can be achieved through standalone patches that require the original mod to function, but some of them might require receiving permission from the original author to proceed!</span>
</p>

<p>
	<span style="font-size:12px">To the authors of the mods that I am requesting patches for, the presence of any of your mods here is not a snub, please don't take it that way! I request patches in this way because I don't want to ask you to spend your time to make fixes to bugs that might not exist without interference from the mod builds, or changes you might not agree with. If you'd like to personally make these changes by all means I welcome it, but I place these requests here so as not to seem like I'm demanding you make adjustments personally on my behalf.</span>
</p>

<p>
	<span style="font-size:12px">Finally, please also bear in mind that, though I'm requesting patches, there's nothing that mandates that the requested features have to be accomplished in the form of a patch. If you'd rather rework the entire setup from the ground up in a new mod, go for it!</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>K1CP: Star Maps</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			In its most recent release, the K1CP altered the star map animation on each world to be a static ingame cutscene which the player cannot move around during. I much preferred the original option of moving about while the star map opened, and would like a patch to revert this behavior.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong>Quests &amp; New Zones:</strong></span>
</p>

<p>
	<span style="font-size:14px;"><u>The Hutt of Dantooine</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Multiple NPCs mention muttered rumors of a Hutt on Dantooine, controlling the local economy and, it's implied, perhaps even funding Sherruk and the Mandalorian raiders terrorizing the settlers. This all comes to naught in vanilla, and I'd rather it... not. I think the idea of a Hutt on Dantooine is an interesting one, especially when one considers what his possible angle could be in organizing the Mandalorians and interfering with the local economy.
		</p>

		<p>
			I don't have any particular ideas myself about the restoration--either how to do it in module terms or what this mystery Hutt's goal would actually be. The only requirements I would have for such a mod is the avoidance of reusing existing K1 modules (at least unless very heavily modified).
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_51316S" style="display: none;"> </span>Additional Crystal Cave(s)</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I don't think more than one additional cave is actually needed, but just in case someone wants to get fancy. While being careful not to hand the player crystals of mass destruction and make the game trivial, I do think K1 has a dearth of useful lightsaber crystals and that it's somewhat disappointing for the Jedi on Dantooine to warn you about running across crystal caves only for you to encounter exactly... one.
		</p>

		<p>
			What planet to put the new cave on I leave entirely up to the mod fulfiller, as I could see arguments for every planet, even Manaan. An underwater cave system with crystals in it would be really cool, actually. My main requirement for such a mod would be that only a few crystals from K2 be back-ported into K1, if any are whatsoever, and none of them among K2's rare crystals. Most of the crystals used for this project, ideally, should be original crystals unique to K1, so both games retain their variety.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u><span id="cke_bm_142618S" style="display: none;"><span id="cke_bm_72210S" style="display: none;"> </span> </span>Peace on Lehon</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			It's implied by the Elder Rakatan researcher that you could reach a peaceful solution with The One and bring him to the Elders for them to study. Whether this was actually planned and walked back or simply a flavorful line of dialogue for what is ultimately an impossibility, it annoys me that it's presented as an option and then you simply can't achieve it.
		</p>

		<p>
			I'd like it if there was a mod that made it possible to talk The One down, if you speak to the Elder historian and learn the full history of the Rakata. I think it would be difficult, with how aggressive the Black Rakata are, to actually talk them into a fully peaceful solution, but if you have a good idea for this I wouldn't be opposed. My personal take on how to achieve this would be forcing the player to fight the Black Rakata as normal if you side with the Elders, but upon reaching The One you could reveal to him the true history of the Rakata and present him an ultimatum: death at your hand, or surrender and the possibility to elevate all of the Rakata back to the stars. This would require a high persuade to succeed.
		</p>

		<p>
			This wouldn't be a true "peaceful" solution I suppose, but it would be a way to complete this quest without having to kill the only latently Force-Sensitive Rakata out there. This modified quest would also need to be tied into the existing quest to return the genetic data from the Temple to the Elder Researcher, and I'd prefer for the player to be able to do both.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size:14px;"><span id="cke_bm_79264S" style="display: none;"> </span>Back-Porting of TSL Areas to K1</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			This is an extremely general category because I don't necessarily have amazing ideas for it myself, and is included at least partly for brainstorming purposes. There are areas in KOTOR 2 (such as the Enclave sublevel, or Ludo Kressh's tomb on Korriban) which are inaccessible in the original game but could be ported over, potentially with great benefit. This is merely a thought experiment and I believe Kressh's tomb specifically would be better to retain as a KOTOR 2 exclusive, but just for argument's sake, imagine that Revan entering Kressh's tomb would force the player to confront jumbled and amorphous threats from their past, both as Revan and as the programmed identity the Jedi gave them--a hint that not all is what it seems. And, while the player wouldn't be able to take loot from the same containers the Exile can loot in K2 (unless the Star Wars universe comes with spontaneous item genesis), Revan could at least get to Kressh's actual burial chamber and do something there to leave an echo of themselves, something that would--implicitly--explain the vision of Revan the Exile encounters there years later.
		</p>

		<p>
			I think reusing these areas in careful and intentional ways would be a great way to expand the game's content while keeping the quality high.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Sneak Into the Sith Base</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			It's strongly implied that initially there would be a way for the player to successfully sneak into the Sith base without being detected, get the probe module and get out. I think adding in this possibility would be very interesting, as well as being a helpful way of letting the player have more agency overall. The biggest question to my mind is how the sneaking in would work practically, and how the player could handle the situation with the Selkath children if they were in the base incognito. These are surmountable issues however, I feel.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_43837S" style="display: none;"> </span>Saving the Infected Republic Soldier</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			It is, perhaps, a stupid thing to get angry about. But I mald every time I go out of my way to get the Rakghoul serum before talking to the Republic soldier at the downed escape shuttle, and he has a grand total of ONE extra line of dialogue before he runs DIRECTLY INTO A PACK OF RAKGHOULS AND GETS HIMSELF KILLED. There's no reason that he has to die other than that BioWare didn't want him as a party member so he couldn't be allowed to stick around.
		</p>

		<p>
			But why does he have to be a party member, actually? I'd love a mod where you can actually cure him from the disease and save him from the attacking Rakghoul, and if you do he escapes from the undercity and makes his way to your hideout in the upper city. He could just chill there in a corner as an NPC, and eventually escape from Taris with the crew, disembarking on Dantooine to return to the fight.
		</p>

		<p>
			Not only would this cure my irrational annoyance, I think it would also add some believability to the circumstances on Taris. Most people don't save this guy, but if you do there's someone who will never join your party who nevertheless makes it out and lives another day because of you. Your narrow party won't necessarily be the only survivors of Taris.
		</p>

		<p>
			As of right now, I doubt enough VO of this guy actually exists to train an AI model to give him the lines he'd need, however. A voice actor would likely either need to be found, or the soldier would need to be made an alien and given alien VO for this to work.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_107348S" style="display: none;"> </span>Kill/Capture Marlena</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Revan may have brain damage, but I think even then it's a stretch that they don't realize what Marlena means when she says she's "done planning" to kill Tanis. And all you can say is UHHH WHAT IF HE HAS A MESSAGE FOR YOU? Come the fuck on BioWare. Anyone older than six would realize what's happening, and a Jedi would try to detain Marlena until they could get a grasp of the situation.
		</p>

		<p>
			I know a mod like this already exists, and indeed I used it for a while, but I have some problems with its implementation, and especially its writing, that I think a more modern take can fix. An LS player should be trying to detain Marlena (after which she may resist), while a DS player should either try to kill her outright or recognize exactly what it is she's doing and deliberately let her go to let her get away with it. In the past that would've been difficult due to VO constraints, but the possibility of using AI VO or seeing if a volunteer would revoice Marlena entirely is viable these days.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_108516S" style="display: none;"> </span>Force-Sensitive Slaves?</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			If you bring Juhani or Jolee with you to Korriban and try to gain access to the Academy through Yuthura, when you call them your slaves Yuthura should be incredulous--they are Force Sensitive! That should set off alarm bells that not all is what it seems to her, and she should decline to support your entry, forcing you to get in by fighting one of the other groups of prospects in Dreshdae. I think this should be pretty easy to implement, the only issue being a trained Yuthura AI model for the little bit of extra VO it would require.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size:20px;"><strong>Restored Content:</strong></span>
</p>

<p>
	<u><span style="font-size:14px;"><span id="cke_bm_1866S" style="display: none;"> </span>Tatooine Temple Restoration</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I am going to controversially add "or something."
		</p>

		<p>
			The Dune Sea is a war crime against game design. It's visually uninteresting and it's physically empty, with virtually no landmarks outside of the sandcrawler. It desperately, direly needs something else going on out there to make it more visually distinct and to give the planet as a whole more dynamism. Whether that comes in the form of a restoration of the Rakata Temple as such or a partial modification to that concept to restore those modules in another way, any well-thought-out and well-executed area mod on Tatooine would be a huge improvement.
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align: center;">
	<span style="font-size: 20px;"><b>Scripting &amp; Features:</b></span>
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_42393S" style="display: none;"> </span>Stealing is Bad, M'kay?</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			It always struck me as extremely strange that, in the fabulous logic of the Force, killing a murderer for a legitimate planetary government is evil but stealing a poor, downtrodden alien's last possessions is just fine.
		</p>

		<p>
			I already have a mod that fixes Bendak, but I don't have one that handles stealing yet, and I think doing so would greatly enhance the game. The Dark Side is an actively seductive force, not stronger than the light yet presented as a quicker and easier path, yet in KOTOR the Dark Side is just "be a dick for no reason." It's not presented in that seductive capacity well, but tying looting to evil acts will place the player in a situation where they feel pressured to take the quicker path in order to sustain themselves.
		</p>

		<p>
			Of course, if every single case of looting what <em>may</em> be somebody else's possessions was punishable by DS points, it would be virtually impossible to avoid going DS. As such, that's not what I'm suggesting. I suggest that, once per module, looting any container in a room occupied by innocents whom you <em>cannot</em> kill should give DS points. This would not apply to modules belonging to factions which you have either pledged your allegiance to, or which have pledged you their support (for instance, the Beks when they agree to help you, or the Dantooine Enclave when you become a Jedi).
		</p>

		<p>
			 So, to use examples from Taris: looting the Twisted Rancor Trio case is fine, because the room is currently empty (you have no way of knowing if the occupants are still alive). Looting Dia's room is also acceptable, because you can kill her (and then the loot wouldn't be stealing, and you'd have already eaten your DS points besides). However, looting the room of the lone Ithorian in the apartments would give DS points, because he is both innocent and unkillable. The room is occupied, he can never die, and it is clearly stealing on the player's part.
		</p>

		<p>
			Aside from making the mod itself, I think the hardest part of this mod would be clarifying ingame the conditions in which you would receive DS points for stealing.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u>More Skill Checks</u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			One of the worst parts of the original game is how little skills factor into... anything. The only time that skills matter is in narrow and almost always directly combat-related purposes: security to open areas and loot, computer use to hack and make fights easier, repair to fix droids to make fights easier, treat injury for healing, awareness and demolitions to see and remove mines. Persuade is the only skill that's useful outside combat, and it's no surprise it's what everyone dumps points into.
		</p>

		<p>
			All those uses are important, but it would be nice to have a game that's more like KOTOR 2, where skills can be beneficially used outside of fighting. HK-47 has this with your capability to repair him, and it would be welcome to see it applied elsewhere. The exact implementations of this I completely leave up to any modder taking up the banner here, though I think there's probably room for beneficial changes both in existing NPC interactions (such as locking existing options behind new skill checks) and new content created specifically to satisfy this purpose by making skills more useful.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>K2 Loot Bashing Back-Port</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			A system I very much like from K2 and believe is under-utilized is bashed containers resulting in broken loot drops. Aside from missing out on the XP for using security, there is no actual downside to bashing containers in K1 (and little enough of it in K2; the system isn't used frequently enough). But I very much like the idea of a risk of losing loot if you can't open a container properly, and I'd like to see it introduced in K1 (I'll also be requesting it be expanded in K2 in the K2 request thread).
		</p>

		<p>
			Because the loot in K1 is largely static, I'm hoping that implementing a system like this might not be as difficult as expanding the system will be in K2, due to its dynamic loot. Whereas in K2 presently only consumables are ever at risk of being broken (as far as I'm aware), I would very much like it if the risk extended to virtually all item types in this expanded system, so the player is at risk of losing armor, weapons, implants and so on when bashing.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Actually Hard-to-Navigate Shadowlands</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			The Shadowlands are referred to as this extremely dangerous zone of wild beasts and treacherous undergrowth, difficult to navigate and nigh-impossible to survive in. Except the only animals you see are Tach, Katarn and Kinrath, none of which are particularly threatening, and you very conveniently have a map the entire time.
		</p>

		<p>
			The difficulty I don't believe can be solved adequately because it would take either making Katarn and Kinrath unrealistically difficult to fight OR adding different animals to the planet, none of which I think are more suited. There is the possibility of back-porting a small amount of Hssiss from K2 into the lower Shadowlands, I suppose, but I can't see any other creature from either game that would make sense down there, and a couple of Hssiss doesn't really solve the overall problem.
		</p>

		<p>
			I am hoping that traversal, at least, can be addressed however. Removal of the map would be great; removal of the map until you get Jolee would be even better, with Jolee's presence restoring the map to you. I know the map can be removed per-module in K2, so I'm hoping removing it is at least possible in K1, but if the map absolutely can't be removed then adding in a modded map which is almost entirely wrong would also be an interesting way of going about this, where the player can't rely on the map to navigate because it's lying to them. That won't do much, due to the smallness of the area, but it's something.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>No, I Don't Want to Gather My Party Before Venturing Forth</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I'm confident that everyone else in the entire universe hates this system as much as I do. It would be fine if your companions were not actual morons who get stuck on the tiniest pebble in the road and force you to spend minutes of your time waiting while they walk their slow asses over to where you are. Any means of addressing this reliably and in a compatible way would be much appreciated.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<u><span style="font-size:14px;">Malak Knows What's Coming</span></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Malak may look like an idiot, talk like an idiot and behave like an idiot, but the game assures us that he isn't an idiot. If we presume he's not, why does he only send a Rancor hunter and a baldy to stop you from finding the proverbial keys to his kingdom? Malak should be sweating the moment that Calo is taken out, and the second star map should be defended, as well. Bandon should bring more than just two little Sith to his confrontation with you--try a platoon instead. And your final star map should look like the subway at rush hour.
		</p>

		<p>
			In other words, as you get closer to accomplishing the main thing that Malak would never, ever want you to do, you should be faced with progressively stronger threats and traps to attempt to keep you from succeeding. The last thing he wants is to see you confront him on the Star Forge itself.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_93064S" style="display: none;"> </span>Uthar's Room is Off-Limits</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Why, exactly, would the Sith guards in the Academy be alright with you openly breaking into Uthar's room and rummaging in his stuff? If you're seen breaking in they any guard that catches you should turn hostile to you and force you to be taken to Uthar, who should praise you for your ingenuity but chastise you for being caught (this would of course require AI VO, probably both for the Sith guard and Uthar), and you should lose prestige the first time you're seen. As far as I know there are no other mechanisms by which you can lose prestige, so this would be an interesting mechanism of punishment which would force you to do more on the planet to be selected the victor.
		</p>
	</div>
</div>

<p>
	<span style="font-size:14px;"><u><span id="cke_bm_152445S" style="display: none;"> </span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Hukta Jax's Threat</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			If you threaten to unseat Hukta Jax's time in the swoop races on Manaan, he'll threaten you. If you actually do it, he'll tell you he's going to ambush you when you least expect it. Clearly he's a master at this, because he does the least expected thing possible--he never does it at all.
		</p>

		<p>
			Some ambush by Jax being put in would be welcomed.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>When I Say Leave, Leave</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			A simple request, I think--if you enter the room of any of Davik's guests and convince them not to attack you or call the guards, but then go on to loot the contents of their rooms anyway, they should turn hostile at that point. All of them demand you leave their rooms at once, not go steal from them. The only exception, if possible to implement, would be if the player opened the containers within their rooms while stealthed.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size: 14px;"><u>Ajuur Medical Supplies Respawn</u> - Fulfilled by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://deadlystream.com/profile/8946-salk/?do=hovercard" data-mentionid="8946" href="https://deadlystream.com/profile/8946-salk/" rel="">@Salk</a> <a href="https://deadlystream.com/files/file/2819-kotor-ajuur-medical-supplies-respawn/" rel="">here</a>, not yet tested for integration</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			I feel like this is a false memory, but back when I played on the Xbox I always felt like the emergency medical supplies in Ajuur's corner of the Taris cantina spawned a new medkit every time you won a duel. Even if that never happened, though, I actually really like the idea of that and would like to see it implemented. Each time you win against a duelist, the container should refill with a new medkit. If the player doesn't pick one up, a new one shouldn't spawn (that is, there should always be a max total of 1 medkit in the container).
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u>Deep Dune Sea Gaffi Drops</u></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents ipsClearfix" data-gramm="false">
		<p>
			Unless I'm missing something it's not possible for the Tusken of the Deep Dune Sea to drop Gaffi Sticks, or if they can not every warrior does. This doesn't make much sense to me; Czerka contracted you to kill the nearby tribe and not the deep-desert tribe, sure, but there's no way that a dispassionate Czerka corporate jockey would care enough about Tusken culture to be able to differentiate the two. The Deep Sea Tusken should drop Gaffi for you to trade to Czerka as well.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">10690</guid><pubDate>Wed, 10 May 2023 23:05:55 +0000</pubDate></item><item><title>Tulak Hord Mask</title><link>https://deadlystream.com/topic/12080-tulak-hord-mask/</link><description><![CDATA[<p>
	Years ago, I saw a screenshot of the Tulak Hord helmet that was ported from SWTOR. I don't remember which user was responsible for it, but apparently this mod was never released. I'm surprised that there isn't more demand for it in the community. I think this helmet would look great with the mask-less and hood-less Revan robe.
</p>

<p>
	That's why I'm bringing up the topic again in the hope that such a mod will find its way onto the internet after all.
</p>
]]></description><guid isPermaLink="false">12080</guid><pubDate>Wed, 07 Jan 2026 20:22:33 +0000</pubDate></item><item><title>Is this possible?</title><link>https://deadlystream.com/topic/12077-is-this-possible/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	I am currently playing the KOTOR 2 with the latest recommended mod build and I am enjoying it a lot. However, I kept thinking, one thing that bothers me slightly on Telos is this hangar:
</p>

<div style="max-height:741.3px;">
	<img alt="Telosshuttle.jpg.2259af94303b16d1a0f3dcdc282d25d8.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="29136" data-ratio="67.80" width="1000" src="https://deadlystream.com/uploads/monthly_2026_01/Telosshuttle.jpg.2259af94303b16d1a0f3dcdc282d25d8.jpg" />
</div>

<div style="max-height:741.3px;">
	 
</div>

<div style="max-height:741.3px;">
	To use the shuttle you are supposed to open the hangar gates, which, as seen in the cutscene at the end, thay are indeed those gates at the roof. However, when you open the gates by a console on the hangar control room, they remain closed in game, until you board the shuttle and the cutscene happens. I understand that this is because making a hole through the roof of the module would mean loading a new module, and perhaps the default module doesn't even have a skybox. But would there be any other way to make those hangar gates open? (i.e. just for them to disappear off screen and have the Telos restoration zone skybox visible). Perhaps "cutting" that part of the module roof and making that gate panel a fake one that can disappear?
</div>

<div style="max-height:741.3px;">
	 
</div>

<div style="max-height:741.3px;">
	Again, I am not a modder so perhaps this isn't possible.
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12077</guid><pubDate>Wed, 07 Jan 2026 02:50:22 +0000</pubDate></item><item><title>Mod that deletes "Force Heal" and "Revitalize". And gives "Force Sacrifice"</title><link>https://deadlystream.com/topic/12073-mod-that-deletes-force-heal-and-revitalize-and-gives-force-sacrifice/</link><description><![CDATA[<p>
	Hello, everyone. I want to make myself or ask to create a mod that fixes original lore of Star Wars. "Force Heal" and "Revitalize" should be deleted as OP and/or changed. They are cheap and selfish.  Maybe it's not suitable for KOTOR 2 exactly but it's needed for all other continuations.
</p>

<p>
	True healing through the Light Side is not a transfer of abstract "energy," but a sharing of one's own life force. This is why it is rare, dangerous, and the ultimate antithesis of the Sith's "Force Drain Life" and "Force Drain". The more you sacrifice, the more the Force restores your will to wield it. <br />
	<br />
	It's giving your HP for another. The FP return isn't a transaction; it's the result of acting in harmony with the Light Side. A Dark Side user would find this power abhorrent and weakening.
</p>

<p>
	<em>The Golden Rule: Light Side = <u>Selfless</u>. Dark Side = <u>Selfish</u>.</em>
</p>

<p>
	<strong>Light-Sided Power</strong><br />
	<strong>Force Sacrifice</strong> – sacrificing one's own vitality (HP) to heal an ally and restoring Force connection (FP)
</p>

<p>
	<strong>Base Principle:</strong> Restores X Hit Points to a single friendly target. The caster loses X * Multiplier Hit Points and restores X * Wisdom * Force Points. The lost HP is of DAMAGE_TYPE_UNIVERSAL (bypasses Damage Resistance and Shields, as it is internal sacrifice).
</p>

<p>
	<strong>Proposed Scaling (Subject to Balance Testing):</strong>
</p>

<p>
	<strong>Force Sacrifice I:</strong> Restores 10 HP to target. Caster loses 15 HP. (And restores 15 FP)<br />
	<strong>Force Sacrifice II:</strong> Restores 20 HP to target. Caster loses 30 HP. (And restores 30 FP)<br />
	<strong>Force Sacrifice III:</strong> Restores 30 HP to target. Caster loses 45 HP. (And restores 40 FP)
</p>

<p>
	Alternative, Simpler Scaling: Caster loses exactly 100% + (10 * Power Level) of the healed amount. (e.g., Level I: Heal 10, Lose 11; Level II: Heal 20, Lose 22; Level III: Heal 30, Lose 33).
</p>

<p>
	A successful Treat Injury skill check (DC 15 + 5*Power Level) by the caster could reduce the HP cost by 15-25%.
</p>

<p>
	If it's difficult and I am asking too much then just "Removal of "Force Heal" and "Revitalize"" or "Removal of "Force Heal" and making "Revitalize" a DS power"<br />
	<br />
	Plot- wise, it would be possible to use this ability by a large number of Jedi to resurrect one life. But one Jedi would die by using it for another in some stories. That would be a great antithesis to Darth Vitiate.
</p>

<p>
	<strong>"There is No Death, There is the Force"</strong>
</p>
]]></description><guid isPermaLink="false">12073</guid><pubDate>Sun, 04 Jan 2026 05:52:42 +0000</pubDate></item><item><title>Tougher merchants mod for K1 and K2</title><link>https://deadlystream.com/topic/6539-tougher-merchants-mod-for-k1-and-k2/</link><description><![CDATA[<p>
	Hey, been trying to edit the merchant prices with KotOR Tool by changing markup value for the various merchants, but they aren't working. So, I will pay someone via PayPal to make merchants have higher prices for both games.
</p>
]]></description><guid isPermaLink="false">6539</guid><pubDate>Mon, 13 Aug 2018 00:18:30 +0000</pubDate></item><item><title>Revan's robes with custom textures</title><link>https://deadlystream.com/topic/12071-revans-robes-with-custom-textures/</link><description><![CDATA[<p>
	Hello There! And Happy new year everyone. Well I know that the tittle may sound confusing, let me explain this request. I downloaded the Revan's Robes Revisioned mod maded by Jonathan7 and Sithspecter, you know is a must have for any fan of the character, however I found a texture for the robes that are just like "the jedi knight revan" but with the cape and the belt maded by L0ki194. I really liked it and then I used it on the mod. As you know to change the textures on the model you have to rename the texture to <span style="background-color:#292c31;color:#d9dce4;font-size:13px;">pmbj01.tga. And here is were the problem begins, normally I would use it just as it is, but my brother prefers the sith ones, we share one PC and we can't just live changing the textures always. That's why I'm here, Can someone make a version that allow me to use the custom textures without modifying the other one? My idea is just using the Revan's robes revisioned as a base and just make the robes a different item from the other one, finding this in the secret compartiment of the Ebon Hawk instead of Nemo's body, just to avoid conflicts with the previus mod.</span>
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#292c31;color:#d9dce4;font-size:13px;">I know that there are some mods of Jedi Knight Revan, but one of them have some bugs and the other one just crash your game. Thank you for your attention.</span>
</p>
]]></description><guid isPermaLink="false">12071</guid><pubDate>Fri, 02 Jan 2026 03:35:12 +0000</pubDate></item><item><title><![CDATA[KotOR & TSL - Double-edged Swords]]></title><link>https://deadlystream.com/topic/12056-kotor-tsl-double-edged-swords/</link><description><![CDATA[<p>
	I was curious if anyone has thought of a mod to change the swords and vibroblades in the games from being single-edged swords into double-edged longswords/broadswords? I was never a fan of every sword in the game being basically a katana lol
</p>
]]></description><guid isPermaLink="false">12056</guid><pubDate>Mon, 22 Dec 2025 15:54:14 +0000</pubDate></item><item><title>No Random Fighter Battles Mod TSL Patcher Version</title><link>https://deadlystream.com/topic/12039-no-random-fighter-battles-mod-tsl-patcher-version/</link><description><![CDATA[<p>
	Hello wonderful Kotor modding community. I recently went to install the two mods that remove the turret minigame and noticed that one is incompatible with the Bastila on Korriban mod, as both modify the k_sup_galaxymap.ncs file.
</p>

<p>
	I am going to try to merge these files myself for my own personal use (a new learning experience).
</p>

<p>
	That said however, I think it would a great service to the community if someone was to make a TSL patcher (or Holopatcher) version of the No Random Fighter Battles mod. 
</p>

<p>
	<a href="https://deadlystream.com/files/file/807-no-random-fighter-battles/" rel="">https://deadlystream.com/files/file/807-no-random-fighter-battles/</a>
</p>

<p>
	I don't yet know how to write TSL Patcher instruction scripts or I would do it myself, I just got back into modding these games after more than a decade long hiatus. I do intend to learn how to do this as I have some ideas for mods, but I have plenty of other things to work on and learn at the moment.
</p>

<p>
	I suspect that merging the two files will be a bit of a pain, so if someone wants to save the community the trouble, and also make this mod compatible with other mods that modify that file by creating a TSL patcher version I think it would be a great idea.
</p>

<p>
	It's a very old mod (posted here in 2016) so I can't imagine the author would care if someone created an updated patcher version as long as they were credited for the original work (perhaps the original author is still lurking here and would like to give permission?).
</p>
]]></description><guid isPermaLink="false">12039</guid><pubDate>Sat, 06 Dec 2025 19:49:39 +0000</pubDate></item><item><title>[Mod Request] Custom Disguise for armor in K1 that makes it look like Mandalore from TSL</title><link>https://deadlystream.com/topic/12009-mod-request-custom-disguise-for-armor-in-k1-that-makes-it-look-like-mandalore-from-tsl/</link><description><![CDATA[<p>
	Or a guide to explain what steps one would have to take to make it themself.
</p>

<p>
	It would have to be a disguise in order to work on both Male and Female characters, since no female model of the armor exists.
</p>

<p>
	To be clear, I'm talking about the version WITH the helmet, not the unused helmet-less model.
</p>
]]></description><guid isPermaLink="false">12009</guid><pubDate>Sat, 15 Nov 2025 15:26:30 +0000</pubDate></item><item><title>Modesty Mod for Kotor 1</title><link>https://deadlystream.com/topic/12016-modesty-mod-for-kotor-1/</link><description><![CDATA[<p>
	Hi there,
</p>

<p>
	I'm looking for someone who is willing to make a modesty Mod for Kotor 1. Just to make certain body textures invisible, similarly to this mod for Kotor 2:
</p>

<p>
	https://www.nexusmods.com/kotor2/mods/1195
</p>

<p>
	So in general, do it for all Twilek dancers and scantily dressed Twileks throughout the game, Bastilla when she is in captivity on Taris, ideally all character skins when all armour is removed and anything else you can think of which is in line with this.
</p>

<p>
	Really appreciate someone doing this and should hopefully be a simple job of opening texture files, making them blank and then creating override files?
</p>

<p>
	Many thanks to anyone who takes the time.
</p>

<p>
	P.S. I appreciate many people will not understand the need for this mod. If that's your view that's your view, I am just looking for anyone who'd like to help!
</p>
]]></description><guid isPermaLink="false">12016</guid><pubDate>Mon, 24 Nov 2025 00:47:41 +0000</pubDate></item><item><title>TSL - Request to add a glass overlay to these Nar Shaddaa windows</title><link>https://deadlystream.com/topic/12012-tsl-request-to-add-a-glass-overlay-to-these-nar-shaddaa-windows/</link><description><![CDATA[<p>
	I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me.  These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link <strong><a href="https://www.dropbox.com/scl/fi/z6y90xpkq5o6lxkdfp013/Nar-Shaddaa-Add-Glass-Overlays.7z?rlkey=udom4hv3m4fpuyxnu4uc9wz4m&amp;st=qgayci2l&amp;dl=0" rel="external nofollow">here</a></strong> where these textures are in TGA format.  Thank you for your consideration in this matter.
</p>

<p>
	 
</p>

<p><a href="https://deadlystream.com/uploads/monthly_2025_11/NAR_lt02.png.fd711f69e6a246c7396905591d30208f.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28840" src="https://deadlystream.com/uploads/monthly_2025_11/NAR_lt02.png.fd711f69e6a246c7396905591d30208f.png" data-ratio="100" width="1024" class="ipsImage ipsImage_thumbnailed" alt="NAR_lt02.png"></a></p>
<p><a href="https://deadlystream.com/uploads/monthly_2025_11/NAR_tr05.png.9b8624f5f958b9ea6442cba05c042fc9.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28841" src="https://deadlystream.com/uploads/monthly_2025_11/NAR_tr05.png.9b8624f5f958b9ea6442cba05c042fc9.png" data-ratio="100" width="1024" class="ipsImage ipsImage_thumbnailed" alt="NAR_tr05.png"></a></p>
<p><a href="https://deadlystream.com/uploads/monthly_2025_11/NAR_wl06.png.7f45e3c54a14f761cd8db26c1f7c489b.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28842" src="https://deadlystream.com/uploads/monthly_2025_11/NAR_wl06.png.7f45e3c54a14f761cd8db26c1f7c489b.png" data-ratio="100" width="1024" class="ipsImage ipsImage_thumbnailed" alt="NAR_wl06.png"></a></p>
<p><a href="https://deadlystream.com/uploads/monthly_2025_11/NAR_wnd2.png.6cb13bf8d8b02e8c9e573a75dab83a5c.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="28843" src="https://deadlystream.com/uploads/monthly_2025_11/NAR_wnd2.png.6cb13bf8d8b02e8c9e573a75dab83a5c.png" data-ratio="100" width="1024" class="ipsImage ipsImage_thumbnailed" alt="NAR_wnd2.png"></a></p>]]></description><guid isPermaLink="false">12012</guid><pubDate>Tue, 18 Nov 2025 01:25:39 +0000</pubDate></item><item><title>Maul inquisitor lightsaber mod for Kotor 2</title><link>https://deadlystream.com/topic/12001-maul-inquisitor-lightsaber-mod-for-kotor-2/</link><description><![CDATA[<p>
	Can someone please tell me where to find maul inquisitor lightsaber rebels?..I find every site but never find it ...I thought it's supposed to be on some lightsaber pack mod like usm or SLM but it did not exist...<a class="ipsAttachLink ipsAttachLink_image" href="https://deadlystream.com/uploads/monthly_2025_11/IMG_20251110_144203.jpg.b3d1e3766d536e0c98974211ac49b664.jpg" data-fileid="28798" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="28798" data-ratio="132.43" width="1200" alt="IMG_20251110_144203.thumb.jpg.e86052b8d71390bf7361b10d37f37921.jpg" src="https://deadlystream.com/uploads/monthly_2025_11/IMG_20251110_144203.thumb.jpg.e86052b8d71390bf7361b10d37f37921.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">12001</guid><pubDate>Mon, 10 Nov 2025 07:45:21 +0000</pubDate></item></channel></rss>
