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Showing content with the highest reputation since 11/24/2025 in all areas
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10 points
Version 1.0.0
76 downloads
Smoother mine effect edges. Nice and simple. Install: 1) Choose either Regular Version or For Mines Overhaul Version 2) Extract to override Regular version is for vanilla game Mines Overhaul [TSL] mod required for the Mines Overhaul version. Credit: offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version -
6 points
Version 1.0.0
54 downloads
Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game. SUMMARY TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup. With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes. This mod also adjusts the orientation of some of the characters to make the scene look a little more natural. TSLRCM is required to use this mod. INSTALLATION Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs. PERMISSIONS Feel free to use this mod however you want as long as the credits listed below are included. CREDITS offthegridmorty L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement) zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 -
5 points
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4 points
Version 1.0.0
55 downloads
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. -
4 pointsPlease see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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4 points
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4 points
Version 1.0.0
52 downloads
[K1] Mandalore the Unknown Author: RavenFal Release Date: 11/28/2025 "Yes, that's him. I toyed with calling him dar'Mand'alor, loosely translating Mandalore the Unknown." ―Abel G. Peña This mod changes the Mandalorian Captain found by the Temple on the Unknown World to be “Mandalore the Unknown”, the self-proclaimed Mandalore referenced several times in KOTOR by HK-47 and the Mandalorians on Kashyyyk, but never seen in-game. Per the campaign guide, Canderous defeated him between games and took his armor and helmet as a way to honor him, combining the helmet with Mandalore the Ultimate's mask (which is why Manalore's helmet in KOTOR 2 looks so different compared to the mask from the comics). This mod moves that confrontation earlier in the timeline, allowing players to experience Canderous acquiring his armor from KOTOR 2 and letting him (or anyone in your party who can equip heavy armor) to rock up to the Star Forge wearing one of the coolest armor sets from either game. “Mandalore the Unknown” is wearing an upgradeable armor set with the appearance of Mandalore's Armor from KOTOR 2. Upon his defeat, he'll drop this armor instead of the “Mandalorian Assault Armor” the Mandalorian Captain drops in the base game. The appearance is set up as a disguise, and so it will work for both male and female characters. He also drops a datapad that explains why he was sending teams of Mandalorians to hunt in the Shadowlands, what he's doing on the Unknown World, and changes up events a little more to make to him the one who made the modifications to Mandalore's mask. I have also included optional files to change Mandalore the Ultimate from SilverEdge9's Brotherhood of Shadow: Solomon's Revenge mod to also have the appearance of Mandalore from KOTOR 2. The mask looted from the “Non-Canon” chest remains unaltered and has its original appearance. This mod is not compatible with any mod that alters g_mandalor004.utc (the Mandalorian Captain on the Unknown World). To Install the main mod: 1. Run the “Install.exe” program from the mod folder. To Install Optional files to change the appearance of Mandalore the Ultimate in BOSSR: 1. Copy all files from the “Optional – BOSSR Mandalore Replacement” folder into your Override folder. To Uninstall the main mod: 1. Delete the following files from your Override folder: bos_mandhelm.uti g_a_mandotsl.uti g_mandalor004.utc mandotsl_datapad.uti p_mandalorebb.mdl p_mandalorebb.mdx P_MandB.tga 2. Replace the “appearance.2da” file from your Override folder with the “appearance.2da” file saved in the “backup” folder found in the main mod folder. To Uninstall the Optional files for BOSSR: 1. Delete the following files from your Override folder: brg_mandalore.utc msp_mandalore.utc myp_mandalore.utc mzp_mandalore.utc Credits: SilverEdge9 for the original Brotherhood of Shadow: Solomon's Revenge files. -
4 pointsFor those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
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3 points
Version 1.0.2
32 downloads
This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found. The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party). Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain. Note: Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command: giveitem e_imp1_axc01 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
2 pointsHello. I request permission to publish textures using elements from your mod. Example:
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2 points
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2 points
Version 1.2.1
1,327 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these -
2 pointsAs I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
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2 pointsHello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
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2 points
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2 pointsSo there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
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2 pointsI got it now. Been able to extract and install it with the help of 7-zip. Thanks
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2 pointsLate answer, but this could be a possibility ye depending on how much content in introduced in my mod. However, it would require a lot of balancing for the enemies. Raising to 30 could already be pretty cool. We'll see how things go as time goes by
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2 pointsOh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
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2 points
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2 pointsRan a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
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2 pointsIf it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
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2 pointsHi @Salk I know what your talking about! The load behavior of a main menu load, a hard load (load game menu in game), an autosave load, and a quick load all have subtle but important differences. This has actually come up in the speedrun world a few times. For example, the effect duration glitch (in which they last a long time) only happens if you have previously loaded a hard save in this session (as that messes up the global timers). There's a variety of other small differences, between these functions; most of which I haven't dug too deeply into. But I'm unsurprised you've run into this before. If you could provide an example of a specific script related issue that performs differently for different loads (to use as a reference point), I'd be happy to mount a bit of an investigation into it when I get the time. As mentioned above, it's a busy time of year so this may be backlogged a bit. I'd also be happy to field any other questions! Thanks, Lane
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1 pointHow can you import a model from KOTOR 1 to KOTOR 2 and vice-versa? I understand that you need to use MDLOPs or MDLEdit, and then a 3d model software like blender with the add-ons available for download on this site, but I don't understand what steps actually need to be taken to make the model files from one game readable by the other game.
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1 point
Version 1.0.1
14 downloads
During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours. Additionally, this mod includes a minor restoration not present in the TSLRCM: It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature. Compatibility: Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it. TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix. Credits: John Doom, for Easier Twin Suns' Fight Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
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1 pointCool beans! I love stuff like this, that just gives you those little upgrades that KotOR really needs. EDIT: Actually, maybe I'm stupid, but there's now no menu music or background music on the Endar Spire. I just drag and drop the files and replace when prompted, right?
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1 point
1,212 downloads
TSL Padawan Robes Redone by L0rdReV@n88 90SK This mod will replace the padawan class robes with new skins. It was inspired by the original art for TSL L0rdReV@n88's Dark Assassin robe has been included as the Dark Jedi Robe. This type of robe was featured in the KotOR 2 dark side promotional art. A couple new and a couple old skins by myself (90SK) here, and I have included new/improved icons here for the items. Notes: This mod is re-releasing L0rdReV@n88 Dark Assassin Robe as a replacement for the Dark Jedi Robe. The remaining skins are based on the default robes, with edits by 90SK Permissions: Please credit L0rdReV@n88 and 90SK for this work for further use. Please do not upload on Steam Workshop THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
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1 pointI reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.
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1 point
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1 pointToday's little demo: This patch was originally put together by @LanguageWriter123 (see here). He and I worked together to see what it would take to port this over, and today I decided to give it a shot, and I'm very pleased with the results! cc @darthbdaman as you asked about level caps earlier
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1 point
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1 pointThank you to everyone who commented on this thread. I never would have been able to put this together without y'all's help.
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1 pointThe author still doesn't follow this thread! You're better off sending them a PM. Or tag them. Hey @DarthRevan101, read the last few posts.
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1 pointThat depends on how you define compatible. They are in compatible in the fact that if you were to install Dark Hope's HD alien skins with the K1 Alien Pack her skins will appear. But they aren't compatible in the fact that the newly added aliens will be in the vanilla quality. So you'll get these: Side by side with these: However, the installation is modular so you can chose to not install the Duros and Ithorians so you can get, for example, Echani and Devaronians but not the Duros and Ithorians.
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1 pointAmazing work! You managed to break down so much limitations... This is extremely exciting :)
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1 pointWhat do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
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1 pointCapitaineSpoque, how about integrating LevelCapMod (50) into your mod? I mean this: https://deadlystream.com/topic/11814-kotor-1-level-cap-mod-to-level-50 It seems to me that given the expected character balance changes/new abilities in your mod, synchronizing these improvements with possible larger-scale upgrades (up to level 50) could give KotOR a fundamentally new gaming experience.
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1 point
Version 1.0.0
1,714 downloads
This mod will replace and update texture files. To Install 1. Download:N_oldAMH01.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 pointAround a decade past the original demo, and Revenge of Revan: Episode 1 is here! It was exciting to play this on stream. But how good is it? Well... I feel like this mod's original assets are absolutely stellar! The villains look really cool, and having your species actually affect some dialogue options was a good laugh. It's a super awesome mechanical feat that I didn't know was possible in KotOR. (I got called a worm-headed skank! 😨 Made me cackle.) The original music is also shockingly beautiful, I wish I could have them in my own Star Wars vibes playlist! It was that good. But... I wasn't a fan of how linear this felt. Every area had a bunch of stuff where it felt like "oh clearly I can come back here later" and I never did. Quests didn't even really update to accommodate for that to tell me where I should be going, but I knew where I should be anyway because there were no side areas anywhere. It was impossible to get lost, and for some reason I wasn't a fan of that. It felt a lot more restrictive than Kotor 2, or even Kotor 1. And that linear-ness wasn't helped very much by the amount of completely reused areas. Every module from Dxun is reused, minus the thunder and rain. There were a couple of neat set pieces that helped, like the end of the Jungle, but for the most part it felt like literally retreading old ground. Many aliens and props were also reused, and I struggle to find a concrete reason why some were there. The Market area of Onderon is the biggest offender, as there's so much stuff packed into that module that it felt really awkward and not very unified. I feel like a lot of the details could have been separated into other modules. Some retextures are desperately needed, I think, along with some of the aliens or creatures to make them fit more into a solid Corellian lore. There's also a big dialogue gripe that kept ticking me off. I get that you're only supposed to be a Padawan, but more often than not, it felt like you were punished by choosing skill-related options. You would get chided by your two companions for making an observation that they thought was obvious, or just plain wrong. It felt like you were called stupid for USING skills or stats that you put points into, rather than being rewarded with unique dialogue or rewards for it. (And I certainly felt stupid for putting points into any skills, because I never needed any of them.) It also felt like there were way too many options that should have just been a regular answer, rather than something smart or "aware" for you to say. Skill options should be few, but should have some sort of significant impact on the dialogue, like skipping a big chunk of explanation, or actually changing someone's mind. This isn't even mentioning that all of the actually important characters have no audio, something you'd think would be prioritized over some random guard with an AI Tiktok voice. My main complaint with the mod though is this: What does this story have to do with Revan OR the Exile? I get that this is only Episode 1 and Revan obviously isn't going to be seen now, but all the time I was just thinking "what does any of this have to do with Revan?" NPCs seem to just bring him up for seemingly no reason. Yes he's the Prodigal Knight, yes he conquered the Republic, yes nobody knows where he is, yes he should atone for some crimes, but Revan has nothing to do with these new Sith or the politics of Corellia, and we know this. Any mention of him just feels really artificial, and the Exile is treated even worse. The Exile is such an afterthought that Bao-Dur has to think about who you're talking about when you ask. And the weird part is, it would make more sense if it was ONLY the Exile's companions that knew of the Exile, and continued their legacy. If nobody else knew about the Exile, it'd be far more interesting if someone like Bao-Dur was the one to tell you about this person like they're this mythical deity of the Force, someone who learned to live without it, and came back to impart knowledge that would forever change the Force. It's just odd to see, especially since this mod is based on KotOR 2, the only game that has the Exile, and the game that characterized Revan way beyond the barebones depiction in the first game. I'll probably still play the next episode, but like... it just felt like nothing I did mattered. There was always a specific way to play, and a specific way my character was treated. It was a little frustrating. 5/10.
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1 point
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1 point
Version 1.0.0
306 downloads
MODDER'S RESOURCE FOR STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS This modder's resource includes models and textures of Jolee, Juhani, Mission and Zaalbar that are ported from KotOR 1 to be usable in KotOR 2: TSL. I have also included character templates (in UTC format) for them, allowing you to spawn them as NPCs in your mod. This resource is made because Jolee, Juhani, Mission and Zaalbar never make any physical appearance in TSL, thus their textures and models do not exist within TSLs game files. However, both appearance.2da and heads.2da of TSL, including vanilla, still include entries for these characters, so if you want to make them appear as NPCs in TSL, there is no need to create extra entries for them in said 2DA files. PERMISSION: This modder's resource is free to use in any mod you create or release. Credit is appreciated, but not required. CREDITS: Cortisol for Holocron Toolset bead-v for MDLEdit -
1 point
Version 2.3.4
4,950 downloads
DLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords. The editor is divided into two panes. The upper pane contains the treeview portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear in the lower pane containing node-specific information which can be edited. -
1 pointBecause I wasn't active on Deadlystream at the time 1.5 was released, and on top of that I didn't have a PC copy of TSL until June of this year. So I would not have been aware of this change or able to experience it firsthand at the time. And it's not like the announcement itself makes it clear what's going on; it just says "Fast travel in droid quest - no more running trough(sic) the planet multiple times". That doesn't give any indication whatsoever that certain dialogues will suddenly warp you - you'd have to watch a video or play the mod yourself to find that out. You can bet I would have complained back then had I been in a position to know about and experience it at the time, though. Because it's extremely jarring - no warning, no transition, just SUDDENLY LOADSCREEN and you're somewhere else. It took til the second instance for me to realize it was deliberate rather than some sort of warping glitch.
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1 point02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 28 - Hard Coded Class Selection Values 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
