828 files
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KOTOR 1 Community Patch
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent.
A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file.
List of Contributing Authors (alphabetical):
A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation:
Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first.
N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.
It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Translation:
The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal.
Traduction (Français - Harlockin):
Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude.
Переводы (Русский - olegkuz1997):
Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно.
Compatibility/Known Issues:
K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible.
K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know.
The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/
These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve:
https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues
If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder.
Uninstallation:
Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed.
Permissions:
Due to this mod being a compilation from many different authors, please do not distribute/rehost it.
Acknowledgements:
All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
202,139 downloads
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KotOR 1 Restoration
By ZM90
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» KotOR 1 Restoration 1.2 Read-Me
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NAME: KotOR 1 Restoration 1.2
TYPE: Restoration
VERSION: 1.2
SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes
DATE RELEASED: May 31, 2016
KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/
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» DESCRIPTION
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WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL...
The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored.
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» INTEGRATED MODS
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» RESTORED CONTENT
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» BUG FIXES/CHANGE LOG FOR 1.2
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»» Original game:
»» K1R Bugs:
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» BUG FIXES/CHANGE LOG FOR 1.1
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There weren't too many bugs in KotOR 1, thus there is such a short list.
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» INSTALLATION
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An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.
Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!!
Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed.
Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text.
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»»»» TSL PATCHER INSTALLATION
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1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder.
2) Click the button labeled Install Mod.
3) Click yes to the box that'll pop up... if you wish to proceed with installation.
4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete.
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» BUG REPORTING
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There are 2 ways to report bugs:
1: Post your issues in the Bug Reporting Thread.
2: PM your issues to Fair Strides at Deadlystream.
TO REPORT THROUGH PM
1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ )
2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.
TO REPORT THROUGH THE BUG THREAD:
1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ )
2) Reply quoting and answering all of the questions as they apply to your issue.
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» VOICE ACTOR
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Pazaak Tournament Mandalorians...Zhaboka
Filters for Zaerdra's lines......Zhaboka
Filters for sea floor lines......Zhaboka
Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you.
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» CONTRIBUTORS
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A BIG thanks to all of you!
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» TEAM MEMBERS
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- ZM90, Team Leader
- Mandalore, Team Member
- Jatku, Team Member
- Fallen Guardian, Team Member
- LDR, Team Member
- Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update)
- Malkior, Beta Tester
- LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... )
- GrandmasterArcturus, 1.2 Beta-tester and LPer
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» SPECIAL THANKS
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To the tool creators of the community
~ Kotor Tool.....................A VERY special thanks to Fred Tetra
~ K-GFF GFF Editor/DLGEditor.....tk102
~ Lipsynch Editor................JDNoa
~ DeNCS Script Decompiler........JDNoa
~ AniCAM.........................JDNoa
~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides)
And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1.
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» REDISTRIBUTION
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The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given.
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» LEGAL
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
94,558 downloads
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Malak Redone 2024
A new version of my Malak redone i used many tools but the base was hand made.
in this file is also a update on the same way of a fiew of my textures mods.
5 downloads
0 comments
Updated
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Complete Sith Academy [BETA]
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 14.11.2024
Installation:
Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.
Description:
In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms.
In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory.
For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now.
At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1.
The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location.
Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise.
There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod.
Known Bugs:
If you click on the Sith Students on the computers too much, they stop doing their "typing" animations.
This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base.
Thanks to:
Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist!
Obsidian Entertainment: For adding these new rooms to the second game!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher and the Holocron Toolset!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
18 downloads
- complete
- sith academy
- (and 5 more)
0 comments
Submitted
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Academy Attire: K2 Sith Pack for K1 Korriban Academy
By EAF97
Author: EAF97
Description:
Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do).
-There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing.
-Lashowe, Mekel, Shaardan, and other students will wear “low” robes
-Yuthura and other teachers will wear “mid” robes
-Masters (just Uthar) will wear “high” robes.
-Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2
-Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL
-Captives will wear “prisoner” outfits
-Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing
-All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing.
-A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance.
-There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it.
-Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed
-Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426
-Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself
-Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod.
Installation:
Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already.
Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod).
To Uninstall:
Remove the files from your Override folder and add the backup .2da file to it
Credit:
Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod
Recommended Mods to accompany this one:
"Kotor 1 Community Patch" by A Future Pilot:
https://deadlystream.com/files/file/1258-kotor-1-community-patch/
The following mods by JCarter426:
https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/
https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/
"Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric:
https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/
The following mods by N-DReW25:
https://deadlystream.com/files/file/2469-czerka-redux/
https://deadlystream.com/files/file/2310-k1-clothing-pack/
https://deadlystream.com/files/file/1109-sith-stalkers-k1/
The following mods by Dark Hope:
https://deadlystream.com/files/file/2316-sithcom-dh/
https://deadlystream.com/files/file/2164-darth-bandon-hd/
https://deadlystream.com/files/file/2042-sith-soldier-hd/
https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/
"K1 Better Male Twilek Heads" by Ashton Scorpius
https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/
The following mods by Leiluken:
https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/
https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/
Compatibility:
If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod.
If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears.
This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten.
Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work
COPYRIGHT
I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port":
https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/
I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit:
"New Male Caucasian Bearded PC Head" by SHB:
"You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given."
https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head
"Character Overhaul -Redux-" by ShiningRedHD:
"You are allowed to use the assets in this file without permission as long as you credit me"
https://www.nexusmods.com/kotor2/mods/1060
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
18 downloads
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Revamped FX
By olegkuz1997
Revamped FX
MOD AUTHOR: Olegkuz1997
FOR WHICH GAMES: For Star Wars Knights of the Old Republic 1-2
Description:
It's a fairly simple pak retexture of some of the game's (most notable) visuals. Some of them just don't look good, and some of them look downright awkward, which of course is forgiven for the game's seniority. I did it for myself, but who if anyone needs it, take it.
My personal goal was to update the quality of the effects without slipping into tastelessness and to keep them generally true to Bioware beautiful art design. The insides of the mod:
1. Sparks displayed during every combat action in the game look a more colorful (honeyed) and leave a small tracer as opposed to the pale yellow vanilla ones.
2. Lightning, Force Drain, etc. look a bit brighter, but generally with the same shape of the curves and colors (blue for Shock, purplish blue for Storm). Death Field color have been slighly corrected, and the shades are generally more compatible with each other. Also increased resolution of discharges on bodies.
3. Grenade blast marks look similar to the original ones, but with improved resolution and transparency.
4. Smoke became blacker and thicker.
5. Explosions became more decent, but this is just AI upscaling, not new textures. Maybe it's because I almost never use plasma grenades. Also replaced the texture of the droid fire gimmicks. Not perfect, heh, but at least it's not out of place.
6. The texture of the burning bodies became more sympotic thanks to transparency and less like a ridiculous orange shield.
7. The effects of the “fire sword” (Master Power Attack etc) are less intrusive, but the original idea and visual distinction are preserved.
8. Also various little things like blaster bolts, campfire, ice, carbonite etc.
Known issues:
I tried to make sure that textures had minimal impact on performance whenever possible. Blast mark texture (fx_chunks) and explosion (fx_explode_01) causes occasionally a half-second stuttering in cutscenes when something blows, so for those who are bothered by this, I suggest throwing the optional lower resolution versions into the folder. Though I'm afraid it's still a choice between quality and performance.
Note:
In the “Optional” folder there are alternative texture options, namely:
Spell outline without small lightning bolts in a circle, visually cleaner (fx_conjure).
Less intense fire blast texture. Matter of taste. I've been told it's less irritating to the eyes.
Lower quality textures, most responsible for microstuttering.
Textures of the starry sky and nebulas. Not exactly FX but because why not. That gets rid of the “checkerboard” arrangement of stars and has a deeper black tone.
Installation:
Drop tga files in your game’s Override folder.
To uninstall:
Take them out again.
58 downloads
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Effixian's PMHB06 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PMHB06 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mod adds a male playable character; the black man with short dreadlocks from KotOR 2 (PMHB06).
Requested by EAF97.
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PMHB06 from K2 to K1.exe".
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BUGS
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Like with some other head ports, there's a bit more mouth breathing than in K2. I think it's because of supermodel differences, not something I can fix.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pmhb06FX.mdl
pmhb06FX.mdx
PMHB06FX.tga
PMHB06FX.txi
PMHB06FXd.tga
PMHB06FXd1.tga
PMHB06FXd2.tga
PMHB06FXd3.tga
po_PMHB06FX.tga
po_PMHB06FXd.tga
po_PMHB06FXd1.tga
po_PMHB06FXd2.tga
po_PMHB06FXd3.tga
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod will likely result in the later mods no longer being available in the game.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
11 downloads
0 comments
Submitted
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Canderous - voice & body replacement
By hauntorectic
Among some other small changes listed below, the primary goal of this mod is to give Canderous a more Mandalorian vibe by adding a new armoured body type and changing his voice to sound more like other Mandalorians in game.
Changes in game
Installation
Any other used mod should be installed before this one. If you have installed K1 Community Patch v1.10.0 or KotOR 1 Restoration 1.2, then before start this installation, put appropriate files from Compatibility_patches in tslpatchdata folder.
22 downloads
- canderous
- mandalorians
- (and 5 more)
0 comments
Updated
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Mandalorian Spawn Fix
By GearHead
The Mandalorian ambushers on Lehon (Rakata Prime) now spawn further back so they can properly nuke you with grenades.
11 downloads
0 comments
Submitted
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Corrected Mini Map - Sith Academy
By Thor110
I noticed while running around this map that everything seemed slightly off, while I am still not quite happy with the way it looks, if you run around the edges of the map in-game, it feels better than it did previously.
Might rework it again at some point.
Installation
Drop the file into the override folder
Thor110
17 downloads
0 comments
Updated
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Mandalorians on Lehon Fix
By GearHead
The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal.
11 downloads
0 comments
Submitted
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Tulak Hord's Mask Fix
By GearHead
Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.)
32 downloads
0 comments
Submitted
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K1 Better Clothes
By GearHead
Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
28 downloads
0 comments
Updated
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Prestige Powers
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.
SUMMARY
This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.
In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.
The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).
The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.
Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.
DETAILS
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Force Temper
Level 15 Jedi Guardian
Cost = 30 FP
This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.
This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.
Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.
===============
Force Camouflage
Level 15 Jedi Sentinel
Cost = 0 FP
This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.
This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.
The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.
You need at least 1 point manually invested in Stealth to enter Stealth Mode.
Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.
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Force Influence
Level 15 Jedi Consular
Cost = 20 FP
This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.
This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.
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This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
INSTALLATION
To install, run TSLPatcher.exe and select the main install option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.
UNINSTALLATION
1. Remove the following files from override:
spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder.
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY & OTHER NOTES
This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:
k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml
Known Incompatible Mods
Alignment Fancy Bits by ebmar
Content Pack: Feats and Powers by TamerBill
Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.
For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.
Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome.
PERMISSIONS
Do not reupload this mod or any contained files anywhere without my expressed permission.
CREDITS
offthegridmorty
Thanks JCarter426 and other folks on Discord for scripting help
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
This mod contains assets from SW KOTOR II: TSL
74 downloads
- alignment
- force powers
- (and 5 more)
0 comments
Updated
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UK Spelling for KotOR
By crazykyra
US to UK translation! Translates all subtitles in the base game, and should also work with any cut content restorations.
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Not sure what 'colour' to choose for your lightsaber? Fear not!
Spellings changed include favourites, such as;
colour
rumour
travelled
judgement
with over 100 spellings changed!!!
Simply select english and away you go!
For any country that uses EN-GB british spelling (I'm looking at you ROI/AUS/NZ), or even those that don't.
Two versions are available to download.
For Jedi who like to fight with 'Lightsabers',
or for Jedi who would prefer to wield 'Lightsabres'.
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To Download:
Unzip the file, drag the new dialog.tlk file into your game folder, and it's done.
(Which would be in Program Files(x86)/Steam/steamapps/common/swkotor)
I recommend moving the original dialog.tlk file somewhere safe incase you'd like to revert back!
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Mod Compatibilities:
KotOR 1 Restoration:
Installing this mod after K1R enables their TLK corrections to apply to UKSpelling's dialog.tlk file.
That means you'll get the grammar and typo fixes of K1R and the en-gb spellings (Not sure if this changes some of my spelling changes though!).
If installing this mod before K1R, you'll get en-gb spellings but won't have the grammar and typo fixes of KR1.
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Only the subtitles will show EN-GB spellings I'm afraid.
In-game words such as on textures will still be the same.
(Selecting any language other than english won't change the subtitles.)
Enjoy!9 downloads
0 comments
Updated
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Czerka miners on Tatooine
By GearHead
On Tatooine, in the Dune Sea there is a Sand Crawler. Right next to it there are Czerka miners in regular clothes. This mod gives them Czerka uniforms.
21 downloads
0 comments
Updated
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KotOR2 base weapon damage for KotOR1
By GearHead
Changes the base weapon damage to be in line with that of KotOR2.
Standard Lightsaber: Damage: 2-16 ----> 2-20
Double-Bladed Lightsaber: Damage: 2-20 ----> 2-24
Short Lightsaber: Damage: 2-12 ----> 2-16
Blaster Pistol: Damage: 1-6 ----> 1-8
Heavy Blaster: Damage: 1-8 ----> 1-10
Blaster Carbine: Damage: 1-8 ----> 1-10
Critical Treat Range: 19-20 ----> 20-20
Blaster Rifle: Damage: 1-8 ----> 1-12
Repeating Blaster: Damage: 1-8 ----> 2-12
Heavy Repeating Blaster: Damage: 1-10 ----> 2-16
Ion Blaster: Damage: 1-4 ----> 1-6
Criticalical Multiplier: x2 ----> x3
Ion Rifle: Damage: 1-6 ----> 1-10
Critical Multiplier: x2 ----> x3
Disruptor Pistol: Damage: 1-4 ----> 1-6
Critical Treat Range: 20-20 ----> 18-20
Disruptor Rifle: Damage: 1-6 ----> 1-10
Critical Treat Range: 20-20 ----> 18-20
Bowcaster: Critical Multiplier: x2 ----> x3
Sonic Rifle: Damage: 1-6 ----> 1-10
39 downloads
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Kinrath Egg Fix
By GearHead
In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned.
36 downloads
0 comments
Updated
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Rebalanced Force Powers
By Timbo
Star Wars: Knights of the Old Republic -
Rebalanced Force Powers [K1] v1.0.0
By Timbo
Overview
The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes.
Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system.
The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs.
Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well.
List of Changes
Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP.
Acknowledgements
offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110.
Compatibility
Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens.
Frequently Asked Questions
Why do some of these changes feel like nerfs?
That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more.
What did you do to Aura?
Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power.
What did you do to Valor?
Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4.
What did you do to Speed?
Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1.
What did you do to Energy Resistance?
Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances.
30 downloads
0 comments
Updated
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[KotOR] Bastila must hide!
By Salk
This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here.
We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy!
[KotOR ] Bastila must hide 1.1.7z
40 downloads
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Rebalanced Grenades
By Timbo
Star Wars: Knights of the Old Republic -
Rebalanced Grenades v1.0.0
Overview
The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters.
Grenades now use the following formula unless stated otherwise:
DC = 5 + Level + Dexterity modifier
if DC < 15
then DC = 15
Bonus Damage = Total Demolitions Rank/2
A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks.
Grenade Changes
Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged
Notes:
A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons.
Acknowledgements
jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.105 downloads
0 comments
Updated
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k1 Starship Combat Pay
By Timbo
Starship Combat Pay v1.0.1
Overview
Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads:
"Republic Combat Pay
Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel.
Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship.
You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict.
May the Force be with you."
…And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game.
Notes
Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons.
A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods.
In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low.
In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything.
Credits
Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo
Special Thanks
I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work.
I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened.
Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off.
104 downloads
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NPC clothing M
By Dark Hope
This mod will replace and update NPC clothing M texture files.
To Install
1. Requires installation of K1 Lite Upgrader 1.3.
2. Download: NPC clothing M
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
omment or endorse! (It would be much appreciated) Made with love.
183 downloads
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NPC clothing F
By Dark Hope
This mod will replace and update NPC clothing F texture files.
To Install
1. Requires installation of K1 Lite Upgrader 1.3.
2. Download: NPC clothing F
3. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
4. When/if prompted to overwrite files, press okay.
5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
omment or endorse! (It would be much appreciated) Made with love.
183 downloads
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Wookiee Redux
By N-DReW25
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 15.08.2024
Installation:
Please install the K1 Community Patch FIRST before this mod!
It is advised you install Party Model fixes and HD Bastila and Party Model Fixes For K1, Part II as these mods improve Zaalbar's unique model which is used as a base for the Wookiees found in this mod.
Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.
Description:
Wookiee Redux is a remaster of RedRob41's Wookiee Reskins which were made for SpaceAlex's K1 Enhancement Pack.
In the K1EP mod, many of the unique Wookiee NPCs have unique appearances based on Zaalbar's texture and model. This means NPCs like Chuundar use Zaalbar's unique model, but the Zaalbar texture was heavily modified to make it look like a different character. Because these Wookiees were made by RedRob41, this was the only part of the K1EP you couldn't freely use as they weren't SpaceAlex's to give away. Whilst I am unsure what one was made first, RedRob41 also made a mod called Playable Wookiees x5 1.1 which added five Wookiee player characters which he released under his own name.
Now, almost a decade since SpaceAlex released his K1EP mod to the public, I've used my own connections in the Revenge of Revan mod team to secure RedRob41's permission for me to use his Wookiee assets so that I could make a 'redux' version of what the K1EP intended to do with the Wookiees.
This mod adds 30 Wookiee variants that change all of the generic male Wookiees. Since most of the Wookiee NPCs are seen fighting something in some capacity, many of these Wookiees are wearing chainmail armor and are differentiated with different coats of fur and bandolier designs making every Wookiee you met on Kashyyyk unique. Named NPCs also have unique appearances, characters like Chuundar and Jaarak use their original K1EP appearances whilst other Wookiees like Worrroznor have reworked appearances.
Since these Wookiees use Zaalbar's unique model, they all share Zaalbar's unique animations. This can result in alternative animations being used in both fights and dialogue cutscenes.
Known Bugs:
This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
You will need permission from RedRob41 if you wish to use any of these assets.
Thanks to:
RedRob41: For making the amazing Wookiee textures to begin with, without you this mod wouldn't exist!
SpaceAlex: For kickstarting this idea with the original K1EP mod!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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