Leaderboard


Popular Content

Showing content with the highest reputation since 10/30/2025 in all areas

  1. 9 points

    Version 1.0.0

    51 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
  2. 8 points

    Version 1.0.0

    36 downloads

    I used the great textures from Vurt and had his permission to upload my version . I remade my custom hutts with those high quality textures. I also thank Dark Hope for the help i had and the patience i recieved https://www.nexusmods.com/kotor/mods/1730
  3. 7 points
    I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
  4. 7 points

    Version 1.0.0

    40 downloads

    This mod recruits the droid T3-H8 to the party when he is purchased from Janice Nall's droid shop. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Copy portraits.2da from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the file from your game's Override folder. Copy tar_m02ab.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides DeNCS—JdNoa & Dashus DLGEditor—tk102 ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 tga2tcp—ndix UR This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords. License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
  5. 6 points

    Version 1.0.0

    61 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
  6. 5 points

    Version 1.0.2

    136 downloads

    Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors 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 K1 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. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible
  7. 5 points
    Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
  8. 4 points
    For 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!
  9. 4 points
    Little demo for this morning, showing off FreeCam in both games:
  10. 4 points
  11. 3 points

    Version 1.0.0

    40 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy. Kotor 2 version
  12. 3 points

    Version 1.0.0

    51 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.11.2025 Installation: Install the Kotor 1 Community Patch FIRST before this mod. Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. If you want Ajunta Pall to appear transparent, please copy the textures from the "Transparent Skins" folder into your Override folder and overwrite the non-transparent skins that were installed by the HoloPatcher. Description: Ajunta Pall is a long dead Sith Lord who you encounter in Kotor I as a Force Ghost. The problem with Ajunta's depiction as a Force Ghost, other than George Lucas' (and later Disney's) retcons to how Force Ghosts work, is that Bioware was lazy when it came to making Ajunta's appearance and gave him a generic Dark Jedi model with a basic reskin that makes his robes a whitish blue color and they also gave him an energy shield effect to make him appear more ghostly. There have been two mods over the years that turn Ajunta Pall's appearance from an underpaid Bioware intern's first draft into something that you'd actually expect a Sith's Force Ghost to look like. In 2007, we saw the Ajunta Pall Unique Appearance mod by SilverEdge9 that reskinned the cut Jedi Council robe model and Deadeye Duncan's head to make Ajunta look like a creepy old Sith Lord. And in 2018, we saw the Spectral Ajunta Pall Canonical Appearance mod by VarsityPuppet that added a unique model that's heavily inspired by the TOR MMO that makes Ajunta look like he was a strong Sith Warrior during his lifetime. These two mods are great, but my problem with the Ajunta Pall mods was caused by the Kotor Mod Builds managed by Snigaroo. In his builds, he lists SilverEdge9's Ajunta Pall Unique Appearance as being faithful to Ajunta Pall's canonical appearance. What is Ajunta Pall's canonical appearance? The statue inside his tomb, of course. But when you look at the statue and compare it to SilverEdge9's Ajunta Pall, you will quickly realize that SilverEdge9's depiction of Ajunta is in no way inspired by the statue. The Ajunta Pall statue uses the old Asian man head and the Nemo Jedi robes whilst SilverEdge9's Ajunta Pall uses Deadeye Duncans head and the cut Jedi Council robes. My mod, the True Ajunta mod, adds what I think is Ajunta Pall's *actual* canonical appearance to the game. This mod gives Ajunta a reskinned old Asian man head and a reskinned Nemo robe so that Ajunta *actually* resembles the statue inside the tomb. As for the mention of Snigaroo's Mod Build here, should Snigaroo not approve of how my mod handles Ajunta he won't be adding it to the Build despite my opinion that my mod is a more accurate canonical representation of Ajunta than SilverEdge9's mod - ultimately it is his decision whether to include, or not include, mods in the Builds and should he not include this mod I do not want you, the player, to harass him for that decision. Known Bugs: This mod shouldn't have any bugs but if you find any please report it to me on Deadlystream. Incompatibilities: Obviously incompatible with any mod that modifies Ajunta Pall's appearance. Please report any further incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The texture of Ajunta Pall's robes, on the other hand, is free to use as it came from the K1EP Modder's Resource Thanks to: SilverEdge9: For making the Ajunta Pall Unique Appearance mod from which I borrowed the source code which removes Ajunta Pall's shield! VarsityPuppet: For making the Spectral Ajunta Pall Canonical Appearance mod! Sniggles: For adding SilverEdge9's mod to his Mod Build which inspired me to make this 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.
  13. 3 points

    Version 1.0.0

    17 downloads

    I modelised My favorite swotor mask. And i used some of the Quanon's head gear awesome mods for the lens and intern architechture. Thanks for the permission Quanon gave me https://deadlystream.com/profile/8941-quanon/content/?type=downloads_file&change_section=1 its not perfect and i'm learning to add a custom unique armor fitting with it to the game. If you want to modifiy it or to fix it just tell me so i can maybe use it as a patch XD for myself The textures are basic too. For the Tulak Hord's mask replacer version go here !!!
  14. 3 points
    I had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
  15. 3 points
    I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
  16. 2 points

    Version 1.4

    125 downloads

    Currently on my thousandth playthrough and figured I'd share the stuff I've been making for it so far Hi! Please visit this mod's Nexus page for better IMAGE DESCRIPTIONS https://www.nexusmods.com/kotor2/mods/1319?tab=images INCLUDES: Unique, High Quality, Upscaled Complexions and Hair for - Atton (6 Options, Full Darkside Support, All Portraits Included) The Handmaiden (2 Options, Full Darkside Support, All Portraits Included) Female Exile (2 Options, Full Darkside Support, All Portraits Included) Bao-Dur (2 Options, Full Darkside Support, All Portraits Included) ALL TEXTURES are upscaled from 512x512 to 2048x2048 Hair, skin details and eyebrows are painted by hand... just throwing that out there If anyone is interested in lower resolutions (like for mobile or something) just ask New NO EYELINER ATTON FOR KOTOR SUBREDDIT Love everyone who was polite. Enjoy. CHANGES FROM DEFAULT FILE Closer to Vanilla Gives Atton back his crows feet, eyebags and smile lines (I'm sorry I stole them in the first place) A more noticeable darkside progression Fluffier and lighter brows And most importantly; no eyeliner INSTALLATION Loose-File method, please see README, included in all files, for more info. THIS MOD WILL CONFLICT WITH THE FOLLOWING FILES and any mod that uses them ------ (To ENSURE compatibility, I advise you DELETE these files, if present in your Override folder, before installing this mod. Or, simply don't use this mod) EXILE PFHCO5.TPC/TGA PFHCO5D1.TPC/TGA PFHCO5D2.TPC/TGA po_PFHCO5.TPC/TGA po_PFHCO5d1.TPC/TGA po_PFHCO5d2.TPC/TGA ATTON P_AttnH1.TPC/TGA P_AttnH1D1.TPC/TGA P_AttnH1D2.TPC/TGA po_PAtton.TPC/TGA po_PAttond1.TPC/TGA po_PAttond2.TPC/TGA HANDMAIDEN P_HandmaidenH.TPC/TGA P_HandmaidenHD1.TPC/TGA P_HandmaidenHD2.TPC/TGA po_PHandM.TPC/TGA po_PHandMD1.TPC/TGA po_PHandMD2.TPC/TGA BAO-DUR P_Bao_DurH.TPC/TGA P_Bao_DurHD1.TPC/TGA P_Bao_DurHD2.TPC/TGA po_PBaoDur.TPC/TGA po_PBaoDurd1.TPC/TGA po_PBaoDurd2.TPC/TGA ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PLANS and FUTURE UPDATES --------------------------------------------------------------------------- ---------------------------------------------------------------------------- Kreia (Current WIP) Mira (Current WIP) Visas (Planned) Bao-Dur (Current WIP) Done, yay Disciple (Planned) Mandalore (Planned) figure out tpc T-T Adding Custom Portraits for the entire cast (Current WIP. Pray for me, I suck at taking screenshots T-T) RESHADE (in most screenshots, highly recommended if you want the look in my screenshots) Tastefully Atmospheric Reshade - MaxYari THANK YOU ------------------------------------------------------------------------------------------------------------------------------------------------------ For reading this far, and if you have any questions I'd be happy to answer them to the best of my abilities I also encourage you all to upload pics, (as I am horrible at it) because I'd really like to fill the images section with good examples (help) -------------------------------------------------------------------- Please keep in mind, if you do not like an aspect of these complexions, I would be happy to tweak it for you as long as you are polite and respectful when asking. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CREDITS LucasArts Obsidian Entertainment, Inc. BioWare voidceta - HUGE thanks for a specific file present in this mod TOOLS USED Kotor Tool Holocron Toolset GIMP upscale.media - PixelBin Shameless use of Google images and Pinterest
  17. 2 points
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  18. 2 points
    Ran 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.
  19. 2 points
    Watching your progress on this very closely. This is the most exciting thing in KotOR modding in a long time in my opinion. The placeables extension is fantastic, would like to see the same thing for the galaxy map as I know it has a similar limit. Also transcending the limits of appearance.2da would be amazing although I know this probably requires a huge amount of manual effort.
  20. 2 points
    Another little demo: Here I show off directly accessing 2DA values from scripts
  21. 2 points
    What 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.
  22. 2 points
    An update for my Galaxy of Faces mod. Ithorians have been added: The Dark Harbinger, Wound in the Force, and Dread Cyborg mods now serve as the basis for the Dark Side Ending's Dark Jedi Masters. The HD Soul Patch Man of @ScrierOne was used for Holdan's new head whilst Effixian's Alternative Atton Clothing was used for his new body. The head was retextured so that it looks as if Holdan does Spice whenever he's not running jobs for Davik or harassing waitresses' in the Lower City Cantina. The status of permission in regards to ScrierOne's work comes from the Nexusmods page for the head which states the following: Despite these terms clearly stating I do not have to credit him, I still want people to know that it was his awesome mod which brought you this awesome appearance. Gorton Colu also comes with a new head, one that was made by me, and should you use the NPC Diversity Pack with Galaxy of Faces Gorton will wear a Military Suit and will bear the face of a militaristic Fascist: And Ajunta Pall has been given a new appearance, though he will be added via a standalone mod which will be found at this link once it is approved: Feel free to let me know what you think of these recent developments!
  23. 2 points

    Version 1.0.0

    32 downloads

    This mod allows you to loot a Krayt Dragon Pearl off of Vorn Daasraad's body (he's the Gamoreon Genoharadan target on Tatooine). This mod will only work on a save file from before Vorn Daasraad has been spawned. I always thought it was odd that you couldn't get a Krayt Dragon Pearl from Vorn, since the whole reason he's on Tatooine is because he's hunting a Krayt Dragon. You even see the dragon's dead body if you attack him with his own droid. Now you can get a 2nd Krayt Dragon Pearl without being a total jerk to Komad Fortuna. Or a 3rd, if you're okay with being a jerk. Of course, since Vorn is a Genoharadan target, you'll still have to get Dark Side points if you want the extra Pearl. Keeps things within the original spirit of the game. Installation: Drop the file into your Override Folder.
  24. 2 points

    Version 1.2.1

    826 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 recommended 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
  25. 2 points

    Version 1.0.0

    26 downloads

    I retextured and remeshed 3 characters Deadeye need a little remade in the future.
  26. 2 points
    This is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
  27. 2 points
    @DarthParametric I actually cracked the debug camera a long time ago when I was working on thread injection: Around 2-minutes in that video Honestly this entire playlist is filled with things I've gotten up to in these games. I haven't stuck a way to use it in the patcher just yet, but I have a few ideas.
  28. 2 points
    Ah, I see! That's why I didn't take it into account xD Because it is a different mod Thanks again! In any case, I think it would be better to have fixed utc files for unused robes. If some mods use them, they will have proper textures with JC's robe model port --- Also, a small update, I fixed all the icons of all the robes, now they have a proper display with the blue border
  29. 2 points

    Version 1.0.0

    24 downloads

    A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera. Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship. Installation & Important Notes: This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation. Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case. Nostalgia is strong with this one. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
  30. 2 points

    Version 1.0.0

    1,239 downloads

    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.
  31. 2 points
    That should be very doable, right now the shipBuild function just return `true`, and does nothing else. So as far as patching goes, it's as easy as swapping a byte or two. I'll throw something together later today, and make a mini demo. Good suggestion, I'll add this to the list @DarthParametric Here ya go:
  32. 2 points
    Ok, so.... I finished with the creation of all the .uti files for all the robes (23 robes, wow). I added unique description for one of them and I added all the robes to the game and tested that the textures work and look fine (for for male and female NPCs). In accordance with JC's Cloaked Jedi Robes for K1 Mod Resource I created all types of textures for each robe (PFBI/PMBI, PFBIA/PMBIA, PFBIB/PMBIB, PFBIBa/PMBIBa, PFBIC/PMBIC, PFBIJu/PMBIZh), however for now I have only "gloves" texture for all of them. Next step will be to copy all the different hand texture for all the robes for all the variations 5 variations for 23 robes... it will take time xD When I have time. Another thing is that robes icons background does not look good (for most of the icons I can't see the blue border). I'll have to fix this too. For now, this is a screenshot with all of the descriptions of all the robes directly from the game, My achievement for today xD If you are interested in about the descriptions I came up with, you can open and enlarge the image
  33. 2 points

    Version 2

    330 downloads

    I made a higher Poly Malak. If you want to keep your textures Only put N_DarthMalakh01_Normal, N_DarthMalak01_Normal, n_darthmalak.mdl, n_darthmalak.mdx to your game. I added my Remastered textures to the File too. (The suit is to be reworked)Insert other media
  34. 2 points
    If you mean making a mod that makes the player character speak, then I believe this was attempted before in a thread years ago and the result was either it's impossible to do or it requires a lot of time consuming effort to essentially implement one single line of dialogue that it'd take years to produce a little bit of voiced player dialogue that'd be prone to all sorts of problems and incompatibilities that it's virtually impossible regardless.
  35. 2 points
    I recently created a mod that reskins Ulic Qel-Droma's Mesh Suit and made it upgradeable.
  36. 2 points

    Version 1.0.0

    200 downloads

    This mod will replace and update texture files. For proper operation, High Quality Aliens: Rodians 1.1.0 must be installed. Thanks to Stormie97 for the wonderful mod. To Install 1. Download: ST_Rodian HD.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. Delete the ST_Rodian 01 - 05.tpc files 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  37. 2 points

    Version 1.2

    408 downloads

    In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles. The fix is to simply change the supermodel type from 'lightsaber' to 'effect'. This does however cause smoke and hazy effects to render on top of the lightsaber blade. An alternative fix is being worked on using lightmap as a texture. This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL. Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models.
  38. 1 point

    Version 1.0.0

    27 downloads

    I remeshed Canderous and retextured him i inspired myself with this artwork. I uploaded 2 versions of my textures. one more like the original textures and the other more like the image. I did not remade him AS the image but i was inspired.
  39. 1 point
    To be honest, I didn't like the shape of the skull. The ear texture was deformed. The lips are interesting, but the teeth stick out too much.
  40. 1 point

    Version 2.1.4

    1,395 downloads

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas. Current Areas: - Peragus force cage room - Ebon Hawk Medical Room - Peragus Mining Tunnels - Military Base Sublevel Install: Download and extract each to the override directory. Acknowledgements: Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible. KotorBlender
  41. 1 point
    View File My favorite and custom Swtor mask (Tulak Hords version) I was asked if i could make my custom mask that you can find here . Into Tulak's hord mask so we can find it on korriban. I was unable to do it so The_Chaser_One did it and better that i would have he even crafted a custom icon. Enjoy and thank you The_Chaser_One. I also made a more lore friendly version the link will be available as soon as i finish it. Submitter Elayerfawkes45 Submitted 11/07/2025 Category Mods K1R Compatible Yes  
  42. 1 point

    Version 3.1

    1,938 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - (Experimental) Borderless Window Mode How to use: Run the patcher and choose your swkotor2.exe to patch. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - This does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
  43. 1 point
    No, it is not needed.
  44. 1 point
    Steam itself doesn’t present the launcher for the game. It will just launch you straight into the LucasArts and Obsidian movies before being greeted by the main menu.
  45. 1 point
    The early progress on the patch manager I've been using as well as releases can now be found on GitHub
  46. 1 point

    Version 1.5.1

    5,356 downloads

    This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version. Disclaimer This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.) Information - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate. - Remade the subtitles for videos 02-09-31a-50-56b - Remade legal screen - Remade title crawl in video 01a - Fixed issues in certain videos (color grading, broken fades,..) Mirror - A google drive mirror for all of the zipped files is available here: link Installation - Download preferred resolution and frame rate versions. - Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point. - Overwrite with any preferred alt versions. Alts All the resolution versions have the same alternative options. - "legal" an alternative legalscreen option. - "nosubs" removes subtitles from videos 02-09-31a-50-56b - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. [UPDATE: Working on a new version based on the Starlight Mini model from Topaz]
  47. 1 point

    Version 1.0.0

    1,527 downloads

    Spoiler-Free Description: Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images). This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to). Full Description (Contains Spoilers): Installation: Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside. Uninstallation: Follow the instructions within the ReadMe pertaining to your installation method. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher. Modifications (Automatic Installation): Modifications (Manual Installation): Full Walkthrough (Contains Spoilers): Acknowledgments: Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly. Have a bug to report? Visit this mod's "Get Support" page and let me know! This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  48. 1 point
    My download gets blocked because a virus is detected in the file.
  49. 1 point

    Version 1.0.1

    1,130 downloads

    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. 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. 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. Opengl32.dll - shader that increases the effect of bloom. Throw it into swkotor folder. All the above screenshots were made using it. Installation: ---------------- Drop tga and tpc files in your game’s Override folder. To uninstall: ---------------- Take them out again.
  50. 1 point

    Version 1.0.0

    6,275 downloads

    New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod HD 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.