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14 points
Version 1.0.0
218 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 (A future update will include a 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. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. 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: 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! 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. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). 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! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. 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! -
10 points
Version 1.0.0
47 downloads
Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious -
8 points
Version 2.3
75 downloads
This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory -
7 points
Version 1.0.0
32 downloads
[K1] Logan Starr - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’re looking at this file, you’re either a longtime fan of the Loganverse series of KotOR machinima, a new viewer that’s just come from watching the new Convergence crossover trailer or movie on YouTube, or you are very, very confused. If it’s the latter, check this link for a trailer for a quick summary. If you’re Loganverse fan already, read on. This mod changes the standard voice for the PC character to Logan Starr’s from the Loganverse movies. I asked Kevin Smets to record all of the lines that the PC says. All of the lines are listed below. Those in the know may notice that some of these lines are likely to trigger in the game – those with file names ending in 4. There’s a reason for that! In order to spice repeated playthroughs, I figured giving you extra lines which you can rename might be something you may be interested in. In the category the replacement lines are, delete the line you’d like to replace using the list below. Then rename the line with the “4” in it (or the other alternate numbered lines) to whatever you deleted. The categories that have the extra lines are: · Critical hit achieved. · Player has just received medical attention. · Player has been poisoned. · The party is regrouping. [options 4 or 5] · The player character has been selected via the menu. [option 9] · Stealth mode activated. · The weapon used by player character is either broken or inefficient against an enemy in current attack. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on a work around below if you find a suitable one. List of lines included with this mod: File name Male Lock Picking: Player is making the attempt unlock the lockbox or door p_plyermw_block1 Got it. p_plyermw_block2 No problem. p_plyermw_block3 Right. Critical hit achieved. p_plyermw_crit1 Ha! He’ll feel that for sure! p_plyermw_crit2 That hurt, I bet. p_plyermw_crit3 You won’t be getting up from that any time soon! p_plyermw_crit4 I don’t like your tone. Mines: Disarming. p_plyermw_dmin1 That one’s a dud. p_plyermw_dmin2 OK, it’s disabled. p_plyermw_dmin3 Mine disabled. Lock Picking: Player fails an attempt unlocking a lockbox or a door p_plyermw_flock1 Damn! p_plyermw_flock2 Didn’t work. p_plyermw_flock3 Damn it! Mines: Arming a Mine. p_plyermw_lmin1 One surprise trip coming up. p_plyermw_lmin2 Whoever stands on this will get a nasty shock. p_plyermw_lmin3 Mine placed. Player has low health and needs medical attention. p_plyermw_low1 [groan] I’m in a lot of pain right now. p_plyermw_low2 I should get help for my wounds. p_plyermw_low3 [groan] I’m hurt badly. Player has just received medical attention. p_plyermw_med1 [sound of relief] This should patch things up. p_plyermw_med2 This should help. p_plyermw_med3 Thank the maker. p_plyermw_med4 This feels fantastic. Player has been poisoned. p_plyermw_pois1 [groan] I think something got me sick. p_plyermw_pois2 [groan] I think I’ve been poisoned. p_plyermw_pois3 [groan] I think something is in my system. p_plyermw_pois4 [stomach gurgles] The party is regrouping. p_plyermw_rprty1 Everyone’s back again! p_plyermw_rprty2 OK, let’s get going. p_plyermw_rprty3 Hey, we can get back together now. p_plyermw_rprty4 The gang’s back together! p_plyermw_rprty5 Hey, it’s me! [laughs] The player character has been selected via the menu. p_plyermw_slct1 Yeah? p_plyermw_slct2 Yes? p_plyermw_slct3 What? p_plyermw_slct4 Hmm? p_plyermw_slct5 Sure. p_plyermw_slct6 You bet. p_plyermw_slct7 What? [alternate take] p_plyermw_slct8 Right. p_plyermw_slct9 Yeah, bub… Lock Picking: Success. p_plyermw_slock1 Opened. p_plyermw_slock2 Got it. p_plyermw_slock3 Done. The Main Character is going into solo mode. p_plyermw_sprty1 I need to go alone for a bit. p_plyermw_sprty2 We’ll just separate for a bit. p_plyermw_sprty3 Let me go on alone. Player is looking for or looking out for something. p_plyermw_srch1 I won’t miss a thing. p_plyermw_srch2 If there’s something there, I’ll find it. p_plyermw_srch3 Nothing will get by me. p_plyermw_srch4 Nothing gets by me, bub. Stealth mode activated. p_plyermw_stlh1 Not even a whisper. p_plyermw_stlh2 I’ll avoid what I can. p_plyermw_stlh3 Silent and deadly. p_plyermw_stlh4 Silent and deadly, bub. The weapon used by player character is either broken or inefficient against an enemy in current attack. p_plyermw_tia1 It’s not doing anything. p_plyermw_tia2 My weapon isn’t doing anything. p_plyermw_tia3 I need a better weapon. p_plyermw_tia4 This weapon isn’t doing anything. Installation: You'll not be dropping these into your Override folder like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I personally recommend making a folder on your desktop to put them but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me in writing before your use. Special Thanks: Kevin Smets: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s a trailer from Convergence / a link to Convergence, the latest machinima featuring Logan Starr. For the movie poster artwork used in the mod’s pictures, I thank Burning Earth Chris! The beta testers: Thanks to Untold Prophecy for beta testing this mod. Having an unbiased beta tester to check this on the PC version game was both helpful and vital. Thanks to Malkior for beta testing this on Steam. As I didn’t have a copy of KotOR1 on Steam at the time of creation of this mod, this assistance was vital! Both of the beta testers provided feedback particularly on sound levels which helped finalize this project. (Even if they were kept in the dark on who the person voicing the soundset was!) -
7 pointsGood news! The mod is done! I just finished a play test of the whole game with the new companion. Everything seems to work well! I’m sure there will be bugs discovered, and other mod compatibility is currently nonexistent, so more work will be needed in the future… but I’m really excited that tomorrow I’ll be able to get online this mod!
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6 pointsHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
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5 points
Version 1.0.0
9 downloads
Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the only (known) issue you could encounter. Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. -
5 points
Version 1.0
19 downloads
This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary. -
5 points
Version 2.1.2
87 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 -
5 points
Version 1.1.0
27 downloads
Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. 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. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
5 points
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5 points
Version 1.0.0
65 downloads
This is a dump of most of the double and single saber hilts from The Old Republic (as-of May 2025) as FBX files. There are 207 single hilts and 158 double hilts, although note that somewhere between half to two thirds of these are just texture variants, while a not insignificant number of the rest are just minor mesh variations (e.g. different emitter shroud). Notes: The meshes have been scaled to a rough ballpark approximation of KOTOR's hilt size, but will need manual adjustment as well as scene setup (addition of blade planes, etc.). Some will probably also require custom low poly shadowcasters as well, assuming you want to enable shadows. TOR uses texture-based emissive, which will necessitate either mesh splitting or custom mesh creation to replicate/approximate in Odyssey. I have left out some of the more fancy things that TOR gets up to with VFX involving separate meshes with emissive and multiple UV channels. Textures vary in their quality. Many of the launch-era textures are low resolution (256x256) compared to more recent additions (1024x1024), as well as very simplistic and cartoony. The models are similar, with launch hilts often being oversized with minimal geometry detail. Although note that even some more recent additions occasionally have low res textures, even when the models are more detailed. Each hilt archive includes a text file that specifies its material and texture names. Textures are included in their original DDS format. For PS users, install the Intel DDS plugin. For everyone else, you can use TexConv from MS's DirectXTex utilities to convert them to TGA. I have provided pre-swizzled and normalised normal maps in TGA, already in OpenGL format with a blank alpha, ready for conversion to TPC (thanks to ndix UR's normun tool). Check this SWTOR Slicers wiki page for information about TOR's texture setup. Note that the diffuse textures are made for TOR's renderer, so will likely require some adjustment to work correctly in Odysssey. You'll also need to make your own envmap masks. Given the sheer volume of files and the process of manually converting them, it's quite possible I have missed some textures or the like. Let me know if that's the case. If you're looking for a particular hilt and you only know its in-game name (from, for example, Swtorista) check TORCommunity's database (warning, site is often slow as hell) and find its model name in the Detailed Data tab of the item (search for gr2, for example - "Model": "\\art\\dynamic\\weapon\\model\\saber_high12_a01_v01.gr2"). Refer to the SWTOR Slicers wiki page for more detailed information. Posted in the K1 section, but naturally they'll work for either game depending on what format you export the models in. Terms of Use: I make no claims of ownership. This is all taken from TOR's asset files, I just extracted them. Credit belongs to Disney/EA/Bioware/Broadsword. Use as you see fit, although if you use them in a mod release an acknowledgement would be nice. -
4 points
Version 1.0.0
7 downloads
This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey. To offer her a prestige class, the following conditions must be met: Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk. Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment. Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side). Alternatively, you can let her find her own path—but this will permanently lock the training option. TSLRCM is required. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
4 points
Version 1.3.1
30 downloads
===================================================== KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1 ===================================================== VERSION 1.3.1 CHANGES: -------- Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and side with Grenn instead of Samhan. ------------------------------------------------- Description: --------------- This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. (from the original readme of version 1.1 of Kotor 2 Unofficial Patch) This mod serves four main purposes: 1. Fixing quest issues: - Fixing Broken quests. - Removing available quest-related dialogue lines after quest was finished. - Making quest more focused and difficult to break. 2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES): - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban. - Unlimited creation of Handmaiden robe on Ebon Hawk. - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival. - Unlimited spawning of a landspeeder on Nar Shaddaa. - Characters, droids, turrets not resuming there animations after player initiated conversation with them. - Cycled dialogues (HK50, T3M4, Atris). 3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES): - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. - Added medical lab table to all Ebon Hawk modules. - Restricted mode on Ebon Hawk (no weapons and no head gear). - Party members are always healed on the Ebon Hawk. - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One. - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player). - Space suit will be equipped before going through the airlock on Peragus. - Every time player is learning new force power or feat from party member the text box will appear. - TSF officers will now patrol all modules not just Entertainment module 081. - Added Some Pazaak players on Citadel Station cantina. - Czerka utility droid will now weld instead of just being there. - Bao Dur is using his 'shield breaker' animation when breaking force fields. - Player will now actually shut down force cages on Peragus and Telos Academy. - Speaking on comlink cutscenes changed. - Atton and T3 playing pazaak cutscenes available. - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script. - Tobin, Nihilus cutscene is now available. - Added Hangar doors to G-wing hangar on Dxun with map note. - Added Caged beasts on Onderon. - Added Kath hounds on Dantooine. - Ratrin Vhek on Ebon Hawk. - Opo Chano on Nar Shaddaa; - B4D4, T1N1 on Nar Shaddaa; - Adana on Nar Shaddaa will appear near her mother after releasing her. - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters. - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench. 4. The last and the main reason is changing in-game cutscenes. Installation: ----------------- This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly. Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' Double click on Install.exe to start installing this mod. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click install on the bottom right. HoloPatcher creates backups of the files automatically, so no need to worry about that. If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission. Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission, and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file. Uninstallation: --------------- Double click on Install.exe to uninstall this mod. Select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Bugs: --------- During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry! Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB. My username is nonameperson66 on Deadlystream and tronotized on ModDB. Distribution: ---------------- As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to. Special Thanks: ----------------- Thank you to LucasArts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords! Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool JdNoa and Dashus for DeNCS lachjames for ncs2nss tk102 for dlgeditor and for kgff 1.3.1 NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts! Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script! -
4 pointsI beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
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4 pointsWhen SAO set out to make this mod, he mentioned hoping that it would feel like if Bioware themselves made a DLC for the game. Suffice to say, he succeeded There is a little jank here and there, mainly to do with the (Bioware-made) incomplete Sleheyron modules, and the occasional oddity I'm sure will be ironed out over time, but these are all small things I very readily overlook. The writing is fantastic, the scenarios and possible outcomes are great, the design philosophy feels very much in line with how Kotor generally does things, and most of all - you've got replayability, and not just on Sleheyron itself since the mod includes a new custom companion You're definitely going to want to try this one
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4 points
Version 1.2.0
21 downloads
Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool. Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker -
3 pointsView File Sleheyron- Story Mode 1.0 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 (A future update will include a 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. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. 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: 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! 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. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). 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! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. 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! Submitter SAO1138 Submitted 06/08/2025 Category Mods K1R Compatible No
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3 pointsHere me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
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3 pointsHi, I played through your mod a few days ago and enjoyed it really much, so at first I wanted to say thank you for creating it. I found two issues while playing through it: 1) If the player kills the thug (202tel.mod\g_201thug001.utc) which spawns after giving Grenn the information about Batu Rem before the main quest with the Ithorian droid is done, the game softlocks when doing the Ithorian droid quest (only tested the Czerka version, but I think both should have this problem) when starting the cutscene where the thugs show up at the Ithorian hangar. I looked into it and I think the problem is 202tel.mod\g_201thug001.utc has the k_ptel_ma_d.ncs assigned as OnDeath script (the mod itself doesn't touch this utc as far as I can see, but the script is assigned by default). This script increments the global "201TEL_Thugs", which I think shouldn't happen when killing the 202tel.mod\g_201thug001.utc (resetting "201TEL_Thugs" to 0 before doing the droid quest fixed the problem for me.), probably the OnDeath script should be changed for something like k_def_death01.ncs instead? 2) After Zez-Kai Ell rescues the player at the end of the mod the player is teleported to the nar shaddaa docks (In 323NAR.mod\a_geno.ncs "StartNewModule("303nar", "", "", "", "", "", "", "");" is used to do this). I think the waypoint is missing here, because the player starts out at the entrance of the map instead of the hideout, I changed it to StartNewModule("303nar", "FROM_305NAR", "", "", "", "", "", ""); and the scene worked out fine afterwards.
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3 points
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3 pointsHello there! This is my first-ever post here on DeadlyStream, and I’m coming with some hopefully exciting news. This month I will be launching a new mod for KOTOR 1: Sleheyron: Story Mode. Built upon the legendary SithSpecter’s 2014 Sleheyron Demo, this new mod will be adding several hours of new gameplay to KOTOR 1. 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! The mod is actually out of development now and is in beta testing. Feedback has been pretty good so far. Bugs to fix, but none gamebreaking. If anyone else is interested in beta testing, please do let me know. This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A several hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story (including a Leviathan rescue). 3: Approximately 30 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. If this sounds interesting to you, I would be pleased to share an early version of my first dialog from the mod, via the Reddit link below. I hope it’s an exciting enough plot hook! https://www.reddit.com/r/kotor/s/EeoYqeLFJ9 And just one small disclaimer: At this time, the mod is not confirmed compatible with other mods. I plan to update its compatibility this summer, however. I look forward to releasing this mod this month! edit: and the mod is downloadable! Thank you for your patience, everyone! Sleheyron- Story Mode 1.0 - Mods - Deadly Stream
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3 points
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3 pointsThis is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely within the first two weeks of August, so anyone who wants to have their content tested for the next build revision can treat mid-August as the rough "deadline" for testing inclusion for K1. Thanks all! EDIT: I've also included a new request to fix some Rodians with invisible Pazaak decks and an Aqualish drinking nothing, courtesy to @Salk for catching the problem!
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3 pointsThanks N-DReW! I do hope to make one for K1, but some features may need a little re-working since they take advantage of TSL-only features or script functions. In effect, yes, though it's all handled via script so that they don't actually have anything in their inventory (using SpawnMine, TSL-only function). But in effect, if an enemy NPC can see the player (or any hostile creature) they'll have a chance to place a hostile mine down directly in front of them and between you. They'll then move back a bit so they can't get hurt by their own mine. The chance of placing it depends on whether the potential blast area is clear of creatures or other mines, how far the nearest hostile is (they won't just place one at your feet), and a little RNG. Their "inventory" so to speak is handled in the script, so that different enemies have different lists of mine types they can randomly choose from. The number of mines each NPC can place is stored in an unused local number, though I just capped it at 1 for everyone. There's not really much need or opportunity to have them place more than one. I will admit it's a wee bit hacky since it's handled outside the standard combat AI routines, though this allows for compatibility with mods like Improved AI or others which edit the default creature scripts, and it seems to work well from my testing!
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3 points
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3 points
Version 1.0.0
115 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the 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. -
3 points
Version 1.0.0
69 downloads
Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team. -
2 pointsFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
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2 points
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2 points
Version 1.5
2,044 downloads
N-DReW's Bug Fix Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, the TSLPatcher component and the Override Component. To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder. To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic. WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Description: My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could. Contents: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4! 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. -
2 pointsThank you so much for investigating this. I'll keep this in mind for when I return to the GenoHaradan Legacy update!
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2 points
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2 points
Version 2.1.0
267 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 - Music Volume During Dialogue Fix - (Experimental) Borderless Window Mode How to use: Place 3C-FD_patcher.exe into your kotor2 game directory and run. 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: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher -
2 pointsI was able to use geometry nodes to do some placement, but after quite a bit of effort, it still looks pretty bad. I think it especially looks out of place since it's not lightmapped. I think I'll abandon this endeavor and just settle for a retexturing I was doing separately. Thank you for the offer! I actually already had some mossy retextures that I was doing for the bark and soil, though. My hope was to add some geometry for moss on top of the retexture. But I think I'm okay with giving up on that at this point :)
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2 points
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2 points
Version 1.1
635 downloads
DarthVarkor’s Dann Kasra - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 3 MAR 2019 UPDATED RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’ve seen DarthVarkor’s series, perhaps you might have considered making your main character sound like his. With this mod for KotOR1, now you can. I asked DarthVarkor to record all of the lines that the PC says. He even threw in a couple of extra takes (“p_plyermw_slct9 (improvised extra) and “p_plyermw_stlh4”) as his character might be more likely to say the lines that way. You could rename those lines to replace the normal lines if you do desire. If you decide to do that, be sure not include the original line you’ll be replacing. As his series’ main character hasn’t had the spoiler-laden reveal in this sound set, he’s not wearing a mask so there’s no filter here. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on work arounds below if you find a suitable one. Update for this release: In addition to updating this read me for acknowledge the artwork used on the download page, I have also increased the volume of the sound files included. Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: Darth Varkor: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s the final trailer from Convergence, the latest machinima featuring Dann Kasra. Burning Earth Chris: For kindly providing the movie poster artwork used in the mod’s pictures. -
2 pointsThis is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely either the last week of August or first week of September, so anyone who wants to have their content tested for the next build revision can treat the end of August as the rough "deadline" for testing inclusion for K2. Thanks all!
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2 points
Version 1.2
964 downloads
Replacement Onderon Cantina Sign (version 1.0) ============================================== MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 26 AUG 2018 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Notes: ------ This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons. This probably isn't my best work. Description: ------------ This texture replaces the lower resolution Onderon Cantina sign seen in the game. Installation: ------------- Drop the texture into your Override folder. Uninstall: ---------- Remove the texture from the Override folder. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. Here's a video because . . . why not? Yep. I was bored today. -
2 points
Version 1.6.1
70,914 downloads
KOTOR II: The Sith Lords Community Patch Original Mod Development/Inception: A Future Pilot Current Editor/Maintainer: @JCarter426 Contact: PM at deadlystream.com Original Release Date: June 14, 2018 Prior Version Release Date: February 17, 2022 Current Version: v1.6.1 Release Date: June 7, 2025 1. Description: This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch. 2. Install: Run INSTALL.exe and navigate to your K2 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. 3. Uninstall: Given the complexity of this mod, a clean install of KOTOR II is recommended. However, you can check through the installation log file if you wish to undo the changes made. 4. List of included mods and fixes (alphabetical by author): A Future Pilot: Running in outer space makes you look like a squirrel injected with caffeine Ashton Scorpius: Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v: The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch: In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric: There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Ebon Hawk's interior had various minor additional geometry/lightmap issues not addressed by bead-v's mod The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97: Khoonda’s flag was missing its texture: Khoonda Flag Fix 1.0.0 GearHead: Droids were erroneously unable to equip claw weapons: KotOR2 Droid Claw Fix 1.0.0 Droids wielding two blasters fired only one shot when using Power Blast: KotOR2 HK-47 Power Blast Fix 1.0.0 JCarter426: Various issues: JC's Minor Fixes for K2 1.5 T3-M4 and the HK units lacked shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC’s Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Malak's flashback lightsaber has a long blade, matching its appearance in the first game (inspired by Marius Fett's Secret Tomb Lightsaber Fixes) Kainzorus Prime: Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Peragus looks nothing like it: Peragus Galaxy Map Change LiliArch: The broken item icon, and Grenn's case icon are incorrect LoneWanderer: The damage penalty for mining lasers did not actually apply, so the mining lasers have been implemented as a different item type. LOTO: Texture fixes: Female Asian Head 6 Dark Side Texture Fix 1.0.0 Marauder: A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25: The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR: One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos: The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 The full version of the mod at the link of the above includes some alternative animated texture options. Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.3.0 Squall Lionheart: PMHH01 has some issues: PMHH01 Fixed Thor110: Model fixes: Dantooine & Coruscant Model Fix 1.0.0 (Dantooine only) Model fixes: Gamorrean Shadow Fix 1.0.1 Model fixes: Sentry Droid Animation Fix 1.0.0 VarsityPuppet: Some doors were oriented wrong: Side Opening Doors on Malachor ZimmMaster: The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL 5. Bugs: These are the currently known bugs with KOTOR II or the mod that the K2CP is looking to resolve: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues If you find any others, please report them. 6. Permissions: Due to this mod being a compilation from many different authors, please do not distribute it. 7. Special Thanks/Acknowledgements: · All of the mod authors who have helped make this patch a reality - thank you! · Fred Tetra - For KOTOR Tool · tk102 - For DLGEditor and K-GFF · JdNoa/Dashus - For DeNCS · Stoffe - For TSLPatcher · bead-v - For MDLEdit and KOTORMax · ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ · seedhartha - For KOTORBlender fork for Blender 2.8+ · Fair Strides - For various tools and updates to older tools · DrMcCoy - For Xoreos Tools · Snigaroo - For maintaining mod builds on the KOTOR Community Portal · danil-ch - For the original info.rtf template THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION 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 MODIFICATION. -
2 points@SAO1138 Congrats on the release, however, there is one big issue with the release page here. You appear to have copied the text from the Nexusmods release page and pasted it for the Deadlystream release page. The problem with doing that is that you also copied a bunch of irrelevant Vortex junk from the Nexusmods release page and pasted it here on Deadlystream. You should probably remove them.
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2 points
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2 points
Version 1.1.0
174 downloads
Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss) - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game. Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression). INSTALLATION: Please read compatibility notes before installing. To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option. (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch. Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move any files inside backup/Override to the Override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY & OTHER NOTES: Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx. Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods. Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol -
2 pointsI, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
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2 points@HraithPlease read the whole post before answering. As I said, K1R has a main goal which is to restore content. K1CP fixes way more things, but it doesn't add everything K1R adds, obviously. Is K1R done ? Is it not ? Depends on the definition. You have no idea exactly what Bioware cut and what they didnt. K1R only restores what its team knew the existence of. Anyway, I'm pretty sure you didn't look at all of my links because I sent you to the Restored content project for K1CP which is in development right now. It already adds quite a lot of things actually, including this : You should take a look at it. I linked it to you in my first post. So no, it doesn't restore everything. But yes, K1CP+RC-K1CP is a better idea than K1R. "I can only assume you didn't link to the "other things that can be added to K1CP" because you couldn't find them either". Again, depends what we're talking about. I linked to the Iriaz restoration, because for me it's one of the best things, makes Dantooine way more alive, but I'm pretty sure there are other things out there, I'm just too lazy to look for them, however you can do it yourself. I feel like I'm providing enough here. You're not even looking at everything I link to anyway. K1CP is also way better because of compatibility. It's basically compatible with everything. Not K1R. I'm making the Pazaak tournament come back with a better quality and compatibility, so yes, there is restored content for K1CP, already existing and coming out regularly. If you really want the beer contest stuff, you can directly ask @N-DReW25 who's currently working on the RC-K1CP and he might include it. Perhaps I can make it myself, and include it as an option to the Pazaak Tournament. I just need permission to use the files. K1CP is a work in progress to make the game better, in bug and other issues fixing for K1CP as well as in content restoring for RC-K1CP, and it does that perfectly. Edit : The Manaan Pazaak Tournament restoration is done. You can take it and put it in your K1CP installation. It is compatible with RC-K1CP. Again, you can play the game with K1R, it's fine. It's actually what I'm doing on my phone. But do your computer a favour, make your PC installation K1CP / RC-K1CP. And bro, please tell me you're not the kind of guy who's saying this seriously : "Bastilla's bright blue eyes and slightly see thru lingerie"...
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2 points@Hraith I'm afraid you're wrong. K1R is the one that's obsolete. K1CP still gets updates while no one's been working on K1R for several years. K1CP is also way more vanilla friendly than K1R as its intent is not to add content but to fix glitches, bugs and other issues within the game. You can see the whole list of changes here. Also, you might want to take a look at this if you like restored content. Come in the DeadlyStream Discord server for more information (PM me if you want the link to join). @luj1 The K1CP is by far the most important KOTOR mod in 2025. It fixes a tremendous amount of glitches, bugs and other issues, while K1R only adds some (some good, some not very vanilla friendly) content. Its main goal is to restore content. The K1CP is not only newer and a better companion for your game, but it has this if your thing is restored content. Then you can add as many mods (restored and added content included) as you want, since most of the mods here and on NexusMods are compatible with the K1CP but not K1R. K1R is in fact incompatible with quite a lot of things, which is why I'm restoring the Manaan Pazaak tournament as a standalone mod in order to give the possibility to players to have it in their K1CP installation. Furthermore, there are already things the K1R restores that can be restored independently, which means on a K1CP installation. For example, this one. For the best game experience, follow this guide for Widescreen and high resolution (if you have any issue, you might want to look at this), then download the K1CP and the RC-K1CP then you can get back to this guide for the textures, skyboxes and everything else. You should also download this amazing and underrated cinematics overhaul. Edit : I just finished my Manaan Pazaak Tournament restoration. You can take it and put it in your K1CP installation. It is compatible with RC-K1CP. May the Force be with you both, and if you need more help, I'm here.
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2 points
Version 1.0.0
26,803 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
2 points
Version 1.0.0
4,914 downloads
This mod will replace and update texture files. To Install 1. Download: Duros 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. -
2 points
Version 1.0.0
21,248 downloads
Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax -
1 point