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7 points
Version 1.0.0
28 downloads
3 new Force powers inspired by the powers of the Sith Triumvirate. SUMMARY This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate. Hunger - Passively drain the Force and vitality of everyone around you over time. Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is. Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse. These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX. The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option. See below for detailed descriptions of the power effects and prerequisites. DETAILS The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend. Hunger Pain Betrayal INSTALLATION To install, run TSLPatcher.exe and select the “Main Install” option. (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override. 3. Move dialog.tlk from the backup folder to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on. This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last. This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any. Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM). Should be compatible with most other mods. PERMISSIONS Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission. CREDITS offthegridmorty Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
6 points
Version 1.0.0
72 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 -
5 points
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4 pointsno, anything purple or red etc is removed in the color. but otherwise the same, its just more leaning towards green. i updated it again. there were 2 doors that just looked awful and had text on them that shouldnt be there, i made new lore friendly text for their displays.
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3 pointsAn, almost, full retexture of the entire game. Made with my AI model. Not an "AI Upscale", which is something different. Vurt's KOTOR Visual Resurgence at Knights of the Old Republic Nexus - Mods and community maybe i can upload here once it reaches a more final version. Showcase on yotube: KoTOR Visual Resurgence
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3 points
Version 4.0.0
270 downloads
Version 4 released - should be final Compressed and optimized, 2x Upscaled Vanilla Textures This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution. GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) This will overwrite the existing vanilla texture files so back them up if you wish. Refined Add-on Textures: extract to override folder These are textures that originally looked bad or were very low resolution so I reworked them. They still look vanilla+. - All circular grates had really low quality textures. Instead of upscaling, they have been tiled twice as dense. - The ebon hawk scaffolding was low quality and looked bad when upscaled. The scaffolding from Nar Shadda was used and color matched. - Nar Shadda panels were too uniform, shifted part of the texture to make the tile look more random. Optimization: - a lot textures were twice the file size they should have been - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts Upscale: - HDCube 4 was used to upscale every texture at 2x - different model weights used depending on the texture - alpha channels processed separately, then recombined -
3 points
Version 3.1
36 downloads
HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added. I also baked in custom reflections. This replaces all landing pad ebon hawk textures and the prologue/endgame texture. The always damaged version is a damaged ebon hawk for the whole game. Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game. -
3 points4K version, looks much nicer than the former 1024. These textures are very in-your-face and needs good quality a gif comparison of default vs new wall textures
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3 pointsAn update on the K1 Alien Pack update: It is almost ready, though there are other mods that I am developing that I'm too absorbed in thus resulting in the delay of the K1 Alien Pack and the RC-K1CP update that'll restore the Echani. This post is mostly being made as a reminder for myself so that if I see likes and/or comments on this post it'll spur me to finish the update. The K1 Alien Pack shall include the above previewed Echani NPCs, three new additional Trandoshan Skins and 32 new Gamorrean skins. The Gamorrean skins are nothing special to look at. As we may know, there are four Gamorrean skins in the game each with their own unique outfit and Gamorrean appearance. I would describe these four Gamorrean appearances as ranging from young, adult, middle-aged, and old. What I've done is that I've taken the four different outfit and applied them all to the other appearances, so imagine the old Gamorrean variant that usually wears blue wearing the red outfit that's usually worn by the young Gamorrean and vice versa. Doing this resulted in the the Gamorrean skins increasing from 4 to 16. I then made another four new clothing variants for the Gamorreans, thus increasing the skins from 16 to 31. The end result is that every single Gamorrean in the game will have a unique appearance as no two Gamorrean appearances will be used anywhere else in the game because there are just so many Gamorrean skins. Again, all of this is almost ready so hopefully we shall be seeing this update sooner rather than later.
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3 pointsThe KOTOR 2 test for Revision 12 was completed earlier today. With just a few exceptions which need re-testing next revision, almost every submitted mod was integrated--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP. As with the KOTOR list I have thought of some more things I'd like as well, so there are some new requests also. They are, in order of appearance: -Ravager Difficulty Increase -Nerf T3's Shock Arm & Infinite Shield -Consular-Sentinel Skill Sanity -Remove Poison Immunity from Valor -Lightsaber Rarity and Construction -Delayed Story Cutscenes -Move Meditation Envy -Bostuco is Invisible? -Miscellaneous Minor Dialogue Adjustments (including several earlier requests which I have folded into this category) -Kreia Wants to be Forgiven -Kreia Doesn't Crush -Different Peragus Doors -Dialogue Delay Integrated with Kexikus's Visually Repair HK -Unknown Incompatibilities with 222TEL Sojourn Cutscene -danil-ch's Extended Enclave Dialogue Rearrange -Balanced & Stabilized Assault on Dxun Mandalorian Base -Gammoreans are Dumb, but not that Dumb -Expanded Text for Enlightenment & Crush Unlocks As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while.
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3 points
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3 points
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2 points
Version 2.0.1
790 downloads
Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please follow these instructions: 1: If you are using the KOTOR 1 Community Patch, or the KOTOR 1 Restored Content Mod, or the KOTOR 1 Community Patch with Restored Content, download that mod FIRST BEFORE SLEHEYRON! 2: If you are going to try BOSSR (reminder: this has not yet been tested by me), download it AFTER Sleheyron. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: Of all the people I need to thank, there are two above all others: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too. Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens). Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! -
2 pointsJuhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
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2 pointsnot happy with some of the skin, now its better. i also made him show his sexy belly.
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2 pointsHaven't been posting and doing anything for Kotor games for a very long time! Recently I was reading Path of Destruction by Drew Karpyshyn and realized how much I miss playing first kotor xD So I decided to return to my idea of making a robe mod for the first game. The idea is too make all the Jedi and Sith robes more unique (at least visually). This time I decided to use JC's Cloaked Jedi Robe modification as a basis for robes. And right Now I came up with basic concept of what I want to do. I don't think I will have a lot of time to make new textures myself for the mod, so (at least at the moment) I will use textures from Darth Darkus' Armored Robes, Effixian's Prototype Knight & Warrior Breastplates and jonathan7's Force Fashion. (Though in case of release I will need to get their permission otherwise I'll have too make my own textures for the replacement xD). The only thing I add to those textures is the collar fix. At the moment I do have a basic concept what I want to do. I came up with all the names for Sith and Jedi robes with the idea in mind to blend the Sith titles in the K1, K2 and SWTOR. Also, I think that the Darkside list was Lacking the Tier 5 so the Jorak/Uthar will be somewhat on par with Qel-Droma's Robe (it will have Dark Side restriction instead of Light Side one that Qel-Droma's Robe has and it will give Strength +2 instead of Wisdom +2). Also, I think it is a good Idea to make 2 robes. Jorak will have a dusty and torn apart version (which won't give such bonuses to the player, let's say Max Dex +8; Defense Bonus 0; Strength +1), and Uthar will have a better version with full bonuses (Max Dex +8; Defense Bonus 5; Strength +2). The reason is I don't want to give the player the full-bonus robe before finishing Korriban xD Another idea is that Lashowe, Mekel and Shaardan in the original game are all Jedi Guardians. Maybe it will be a good idea to change them like this: Lashowe = Jedi Consular (aka Dark Jedi Consular = Sith Inquisitor Robe) Mekel = Jedi Sentinel (aka Dark Jedi Sentinel = Sith Warrior Robe) Shaardan Jedi Guardian (aka Dark Jedi Guardian = Sith Crusader Robe) At the Sith Academy Sith Teachers will have unique Sith Overseer Robes, while Yuthura (being second in command) will have SIth Grand Overseer Robe. Most of the students will have either Acolyte Tunic (showing that they were initiated recently) or Sith Adept Robe (meaning that they are already experienced students) Also, in case of dark side playthrough the player meets 3 Dark Jedi Masters on Starforge, in this case: Black/White Dark Jedi Master - will have Sith Lord Robe (next Tier of Sith Inquisitor Robe) Black/Red Dark Jedi Master - will have Sith Assassin Robe (next Tier of Sith Crusader Robe) Black/Blue Dark Jedi Master - will have Sith Marauder Robe (next Tier of Sith Warrior Robe) In case of the Jedi, the first Jedi that we meet on Endar Spire will have a very basic Padawan Tunic (the same one we will get from Zhar on Dantooine). Master Dorak will have his unique Jedi Archivist robe. That being said, Deesra and Belaya will get 3rd Tier robes (according to Wookiepedia they are both Knights). Also, Starforge Jedi Strike team will also get 3rd Tier robes (it would be strange to send Padawans in the strike team) Basic Concept of the Jedi and Sith Robes Tiers: Concept of clothings for Sith Characters : Concept of clothings for Jedi Characters :
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2 points
Version 1.0.0
11 downloads
This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible. Installation Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. • Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder. • Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. If you chose the RIM option: Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option: Copy 702kor.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Credits TSLPatcher—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ 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. -
2 points
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2 pointsah yes, i will fix those, but they have very low priority since i have never seen them in game-game on Dantooine. But i think i know where they might be, likely on top of those rocky parts, so basically out of view, its why they gave them super low resolution so their generated outcome is not great either. Maybe i'll turn them into bushes or something which is more visible so that they serve a purpose.
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2 points
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2 points
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2 pointsYes that looks a bit off, i can fix that. thanks! Updating the kashyyyk walls since they look pretty bad even after my retexture.. Trying to make sense out of the wookie wood wall building technique is a mind bender Not sure my attempts will be 100% true to the original but not sure they need to be either. looks nicer but like the original it doesnt make a lot of sense. i think its the layering that is just off overall from the start.
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2 pointsRecreated around 60 armors (left out the cloth armor since its decent i think). Anything with metal should now have metal parts instead of more cloth-looking. They are also 2048 instead of 1024. The mod is now TPC so size is down a lot. increased the quality of a few textures, doors,walls, grass and some other stuff which didn't look great. Crappy gif quality but gives an idea vs default textures: Edit: Uploaded to Nexus Mods. Once it reaches 1.0 i will upload here. I really hope the TPC textures works because size is down more than half. I have loaded around 30 saves from various places and progress in the game, and have not seen an issue yet. Please report any oddities.
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2 pointsretexture / replacement for PMHA03 any particular face / style / race you'd like to see?
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2 pointsStill WIP but here's a comparison of default vs 2K dewback texture Showcase of mod on YouTube: KoTOR Visual Resurgence
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2 pointsAfter making many changes I ended up with a non-working tlk file. Here is an example I talked about with Darth Parametric: When I edit line 4929 to "Stay strong and always resist, Juhani. I know you can!" instead of the original "Remain strong!" and I convert the file to a .tlk (as stated above, doesn't matter which tool I use) I get the following corruption in the .tlk file: When I edit the line to say "Stay strong!", which is close to the original length, line 9017 does not corrupt. It's always line 9017. And when I edit even more lines (only lines between 4929 to 4989, outside that range I can edit anything as long as I want) several lines between 9010 and 9017 become blank It almost looks/sounds like a game-engine problem, where stuff gets loaded in a certain memory block, but it doesn't fit anymore. I don't expect you to look into it though, just sharing results. For now I just keep my edits on lines 4929 to 4989 close to the original length, and leave this issue as something to deal with and work around. In the end more and more problems arose, even on Taris (in the Vulkar base iirc.) dialogue started getting blank and more of these examples liek above popped up when I was checking up on dialogues.
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2 pointschatGPT to the rescue, it made me one in Python. Quite useful, i now have a list of every model and which textures it uses. the whole txt file is almost 8MB. might be useful for others so i attached it model_textures_list.txt
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2 points
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2 points
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2 points
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2 pointsThere are two restored content mods for Kotor I. Kotor 1 Restoration (K1R) which is the older, complete restored content mod that is both incompatible with K1CP and has its own game breaking bugs that haven't been fixed due to the team leader leaving the community after the 1.2 release almost a decade ago. Restored Content for K1CP (RC-K1CP) is my own take on the restored content mod that is compatible with K1CP but it is incomplete. When I say it is incomplete, you'll read my "what's restored list" and see that there is clearly cut content that is missing from the K1R mod, however, my mod also has restored content K1R doesn't have and, even though my mod isn't done, the content that is already restored is, for all intents and purposes, finished. Unlike Kotor II, the Kotor I cut content is content many see as being content that was actually meant to be cut unlike Kotor II which is a bug filled and clearly incomplete experience. Not using the restored content mod for Kotor I isn't going to hurt your game.
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2 points
Version 1.1.0
108 downloads
The Expanded Atton Romance Mod Author: Lena Hills Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr Version 1.1 ----------------------------- 1. Description: The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances. Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1. For full details see 5 – Gameplay Guide. 2. Installation: This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod. Uses TSLPatcher for easy installation, simply unzip and click to install. 3. Compatibility (mods/existing saves): This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods. No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin). This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start. 4. Permissions: You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome! 5. Gameplay Guide: Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master. Full list of voiced content and triggers: Endings - 6. Credit: This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own. Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much! Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE. -
2 pointsEpisode Two's development of ROR goes well, however, this post isn't about Episode Two - it's about the bug fix update 1.0.2. Since Logan has once again gone awol to deal with his new job, I have been left to develop Episode Two's Nar Shaddaa. Of course, should I somehow complete the entirety of Episode Two without Logan to the best of my abilities we are left with the risk of the mod going into limbo again as I can't physically go on to 100% finish the Episode without Logan. So, here is what I am doing to avoid that happening. I am trying to learn how to create quests for Kotor II, something I haven't delved into before... until now: (the typo shall obviously be corrected before released ) This is something many players were expecting when they first played Episode One, and were disappointed for when these characters played no role in their playthrough. Their side quest was cut towards the end of Episode One's development for the same reason Obsidian Entertainment ended up cutting a bunch of stuff - to ultimately save time and release the mod before June of 2025. Now, in bug fix 1.0.2, their side quest is being brought back. The original side quest that was planned had mercenaries spawn in who would harass Beedo, the Rodian, who were sent by Tokro, the Hutt, to get him to pay off his debt. The player could negotiate to get them to backoff or fight them to save Beedo. You would then go to Tokro who, as a businessman, wanted you to plant a bomb on some cargo crates in the spaceport module (these crates are where the Beast Rider encounter happened in the Onderon Spaceport) belonging to a rival company. Doing so would result in a CorSec Officer spotting you to which you could either hand in the bomb and confess to Tokro's crime or you could convince the CorSec Officer to leave you alone and have the bomb planted. This version of the sidequest was cut for a few reasons. First, the mercenaries were to spawn after you went to the Royal Palace and recruited Uldir - instead a bug would occur where they spawned immediately upon entering the module. Second, the old scripts from 2011 were so broken that only some of the mercenaries went hostile and/or left if you convinced them to backdown. And third, no matter how much you nerfed the mercenaries they would always one shot kill the player and Drayen due to how weak you were that early in the game. And as for the setup of Tokro's actual quest, the idea was that the bomb would explode the cargo in transit meaning it'd blow up in space. However, the idea that a Jedi Padawan, in the company of their Jedi Master, and Uldir, a Police Officer, would even contemplate doing this side quest for even a minute wouldn't make too much sense. Not to mention that, if you were to confess and surrender the bomb to the CorSec Officer, Tokro technically wouldn't cancel his debt as you didn't deploy the bomb. These bugs combined with the logical inconsistency of the quest resulted in me deciding to cut the quest as I'd rather focus my energy on making progress instead of banging my hand against the wall trying to get this quest to work. The new quest is still in its infancy of development, but the new version I'm writing has it so that there are no mercenaries and that Beedo, instead of his landspeeder being damaged by the mercenaries, is now trying to sell his landspeeder for the 10,000 credits he owes Tokro. You'd go to Altol Cantina where Tokro can be found and you would mention Beedo to Tokro. Tokro would then tell you that you cannot realistically pay off Beedo's debt even if you were to use the "givecredits" cheat as his debt is 10,000 credits plus interest. He reveals himself to be the CEO of a Corellian banking company and that he will be willing to drop the debt if you were to find a banking manifest that has ended up in the Agrilat Swamps due to the Tyrena disaster. The manifest shall be found somewhere beyond the damaged landspeeder, meaning you'll have to complete the Esbek Hotel murder quest before you can retrieve the manifest. When this update is released, I shall tell you's all here where the manifest can be found. Once you return the manifest to Tokro, he will cancel Beedo's debt and the quest will be over. I do have plans to add a Dark Side ending to this quest where, instead of giving it to Tokro, you give the manifest to a Czerka NPC who'll use it to blackmail Tokro into making a deal with Czerka. This Czerka element will not be added in this next update and will be added in another update unless Logan disagrees and either changes or rejects the Czerka idea entirely. There may also be a second optional side quest, if it can be made for update 1.0.2 I shall reveal more details here, if I cannot be made for update 1.0.2 it might have to wait until update 1.0.3 or Episode Two's release. This update will come in the form of a ROR Addon/separate mod as I cannot obviously update the mod myself and Logan doesn't want to risk accidentally releasing Episode Two files in this update. So that means update 1.0.2 will be a separate mod that you'll install after ROR and it won't be added into the actual ROR until Episode Two is released. Update 1.0.2 will come with a plethora of very minor, but very good, bug fixes to certain modules of ROR Episode One that I won't delve into until the mod is actually released to which I shall post a changelog of all the changes made in update 1.0.2. By developing this side quest I hope to achieve two things: give you, the players, something to enjoy to whilst Episode Two is underway, and to give me the experience necessary to develop and finish the planned Episode Two side quests independent of Logan so that there'll be less for us to do before Episode Two's release. Please let me know what you think.
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2 pointsaround 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
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2 pointsBehind the scenes of Edge Of Darkness development, 2015
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2 points
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1 pointThat does clear things up a little bit. What I did play felt unfinished. Especially since there seemed to be enemies populated in certain places, but really nothing else. I do appreciate that you've released an early version with at least a story and encounters. A lot of projects with early release versions are a lot more empty with hardly anything to do. Are there plans for side quests and other things that help fill the gaps? A cool idea that isn't really something found in either KOTOR game or in the other conversion mods (as far as I know), would be to have maybe at least a couple of quests that have a special item as a reward. Like a vibroblade, saber, armor, implant, gloves, or belt that have great stats/modifiers/or abilities. I know that usually involves a lot of work that might not be worth it at all. But I think it would be something pretty cool and unique to the mod itself. Especially with all the space available in it right now. Not trying to say that what you're making needs it. Honestly, the idea you have and how you're presenting it is really good and I can't wait to see the finished project. The idea of having a quest that serves a reward like that in KOTOR has been something that popped into my thoughts for a little while and I figured I'd share it with you while you're in the process of fleshing it out. Maybe you've already had the idea anyway and are already working on it haha
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1 pointAlright, lemme be clearer then. I'll be linking the mods I mention in case you want to see what they are. 1) K1R (KotOR 1 Restoration) is the oldest big mod. Its goal is to restore content. It hasn't been updated since 2015 because the team moved on and the work was basically done anyway. 2) K1CP (KotOR 1 Community Patch) is more recent. Still being worked on. Its main goal is to fix bugs and other issues of the vanilla game, and thus not restoring content. The issue is K1R isn't compatible with K1CP. 3) Thus, someone decided to make RC-K1CP (Restored Content for K1CP) in order to replace K1R. So it's very recent, been updated in July. 4) BUT it does not restore the Pazaak Tournament. So I made it myself in order to be able to play (a fixed and improved version of) the Pazaak Tournament WITH K1CP on your game installation (although you can always play without K1CP, but it's kind of a waste). To answer your question, yes, the best installation order is Sleheyron then my mod. In general, just start with the biggest mods (K1CP, RC-K1CP, retextures) then go the more medium mods (Pazaak Tournament, Sleheyron, BOSSR, etc.) then to the smaller ones. If you met Bogga and he recognized you then it works. Thanks for testing. And no problem, people often misunderstand what's written, but it's also my fault for putting too much stuff in the description. It is indeed quite massive (but tbf, the mod itself isn't small either). And yes, if you have anything else to say/report, feel free.
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1 point
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1 pointFixed 2 more TXI bugs updated one of the Hutts (4K) I'll do the other 2 as well in 4K, i think i can make them look a bit varied using various patterns on their skin, change their eyes a bit. This one got the more typical Jabba eyes (with wide pupils) and no longer round. maybe do the next more green and the last more desaturated. and yes, they probably shouldn't have scales, but meh, its my interpretation of a hutt, makes them look a bit more intimidating too + a good way to make their large mesh have tons of detail. i think bioware also wanted them to have scales, if you look closely on the texture at a few places.
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1 pointSorry to hear you are having so many problems working with the normal maps, vurt. From what I know, not many texture artists around here have created HD textures using normal maps. Perhaps the difficulty of making them work in the game is what kept them all away from it. Best of luck!
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1 pointI looked in my extracted folder, that tga is 128x512 in the original for me. Wrong resolution, if it was in this case, could lead to worse quality, that's about it, the mesh doesn't "care" it will still use it in the same way.
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1 pointUpdate 9/17/25 - this mod is complete and posted! The Expanded Atton Romance Mod --- I'm still working on learning the scripting side of things to put everything together, but I finally was able to get my test dialogue, lip files, and edited audio working and wanted to share a snippet! This mod will be fully voiced using less-common and cut original dialogue clipped together to form new conversations, and creates a complete romance arc for Atton and the Exile in the style of the K1 romances. (other mods I use that are visible here: Atton with scruff https://deadlystream.com/files/file/528-atton-rand-with-scruff/TOR ports, Kira Carsen https://deadlystream.com/files/file/1301-tor-ports-kira-carsen-female-player-head-for-tsl/ High Quality Skyboxes 2 https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ - I need to make some new saves without my usual mod build for when I do real testing and making the actual dialogue files, this was just a test. I play on iPad, so that's the reason for the different UI) Content: I have finished writing the dialogue and editing the audio for seven new main conversations that run from Telos to a final scene just before heading to the Ravager, as well as four shorter repeatable flirting options, two conditional conversations (one if you trigger Atton and Mira's jealousy conversation over Disciple meditation with the Exile, plus one short bit if you have Atton in your party during the Handmaiden Battle Circle), plus a few extended options to flirt back/continue with several comments Atton makes to the Exile in the base game. Currently I am planning to use fade-to-blacks for kiss scenes to match K1 (and also because I have no idea how to animate that in the locations the scenes will be in). Compatibility: This mod will only require the TSLRCM, but I will be using TSLPatcher for installation and hope to make it broadly compatible if possible. Any advice on best practices to achieve this is very much appreciated! I will be testing it with PartySwap at minimum but would like to make it compatible with the full mod build if that is possible. I am leaving out gender checks for all of the new dialogue and am hoping to make this compatible with Leilukin's Atton and Male Exile mod so everyone wanting to romance Atton will be able to regardless of PC gender. I usually play on an iPad so this mod will work fully on iOS. Current progress: Mod is posted! With the dialog and audio done and the lip making process set, most of what I have left is figuring out scripting and conditionals enough to put it all together. I need to find out: (updated 9/11/25) how exactly fade in and out of black works regarding the pacing and speed options (I got the initial fade out to work here, but I had to cut the scene off there as the fade back in is not the way I want it to be). How to set up TSLPatcher How to manage compatibility with the mod build. If anyone has advice/tutorials for any of those it would be greatly appreciated! As mentioned above under compatibility, I would also welcome advice on how best to set everything up to be less likely to cause issues with other mods. I'm editing Atton's global dialog file which I know may cause problems with anything else that modifies it, but will be making small changes to several other dialog files too throughout the game. I know I will need to figure out TSLPatcher (thank you ZobiZob for making that video guide to get me started!), but anything I should keep in mind regarding file location/names/formatting/anything else would be wonderful! Credit: Huge thank you to JC, as the SithCodec was absolutely essential for me to be able to do any of this, along with creating multiple things to help with making lip files that saved me a ton of time and effort, plus repeatedly answering my questions in the Discord server when I hit problems I couldn't troubleshoot on my own. 2 months ago I was still not understanding how mods even worked as I am not remotely a computer person, and this is my first attempt at any sort of game modding, but the countless tutorials folks have posted and the supportive community here have been amazing and incredibly helpful! If anyone is interested in beta-testing when I get the scripting and installation figured out, or if you have any other thoughts/suggestions/advice, please let me know. Thanks!
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1 point
Version 1.3.1 Master Jorn Editio
7,501 downloads
Darth Darkus' Armored Robes v 1.3.1 -Master Jorn Edition- ============================================ These robes reskins were done by Darth Darkus around 2010 if I remember correctly. He granted me permission to use them in HotOR 1.6, which I did because they look great. In 2012, I released v 1.2 on DeadlyStream as close to how I thought he intended them to be originally but also added the icons, uti's and installation with TSL Patcher. Now, I am releasing my own version of the mod 5 years later, with my own spins on them. These new robes will now replace the default robes and have been made upgradeable. Two of his robe reskins have been omitted (red and blue guard robes), and my personal reskins of the brown jedi armored robes now use three of the default jedi robe texture slots. These robes have been redone to add shine to the obvious metal parts, which also meant that the shredded outer robe on the Inquisitor's and Marauder's had to be "spliced" with full and intact versions. In order to make up for the missing shredded robes I went and put some nice textures on them. Double click the .exe file to install. Version 1.3.1 adds the missing texture on the Consular's Battle Robe (my bad), adjusts stats on all robes and touches up Inquisitor's Battle Robe, and lowered the vendor prices on a few robes. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. Original Read Me file as follows.. *********************************** ~~~~~~~~STAR WARS:~~~~~~~~~ KNIGHTS OF THE OLD REPUBLIC: THE SITH LORDS MODIFICATION *********************************** PRIMARY DEVELOPMENT BY DARTH DARKUS, (SECONDARY DEVELOPMENT BY KAIDON JORN) *********************************** ARMORED ROBES *********************************** ~~~~~~~~~~~~~ ~DESCRIPTION~ ~~~~~~~~~~~~~ I KNOW SOME OF THESE ROBES ARE FAR FROM PERFECT BUT YOU CAN FEEL FREE TO CHANGE THEM AS YOU LIKE THIS PACKAGE WILL ADD 9 ARMORED ROBES TO KOTOR: TSL... ~~~~~~~~~~~ ~NEW ITEMS~ ~~~~~~~~~~~ 3 ARMORED JEDI ROBES 3 ARMORED GUARDIAN ROBES 3 ARMORED SITH ROBES ~~~~~~ ~BUGS~ ~~~~~~ NONE KNOWN! IF ANY PROBLEMS SHOULD APPEAR YOU CAN PM ME AT LUCASFORUMS ~~~~~~~~~ ~CREDITS~ ~~~~~~~~~ DARTH DARKUS- PRIMARY DEVELOPMENT ~~~~~~~~ ~THANKS~ ~~~~~~~~ ALL THE PEOPLE WHO MAKE TOOLS, YOU ARE AWSOME. WITHOUT THEM NOTHING WOULD BE POSSIBLE. - KOTOR TOOL ..........................Fred Tetra - SVÖSH - FOR HIS GREAT COLLAR FIX - THE MODDERS ON HOLOWAN, WHO ALWAYS HAVE A HELPING HAND FOR STARTERS. ~ OTHER USAGE ~~~~~~~~~~~ YOU MAY USE AND/OR MODIFY THIS PACKAGE FOR OTHER MODS, BUT DON'T FORGET TO GIVE ME CREDIT. YOU MAY UPLOAD THIS SKIN PACKAGE ELSEWHERE WITHOUT MY PERMISSION. ~ THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
1 pointMade some changes after doing some additional testing on the mod. Lashowe, Mekel, Shaardan, and Jorak Uln will now keep their original unique heads and will merely get upscaled textures. Some additional errors with texture-assignments for models were corrected so it should be ready soon.