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  1. 6 points

    Version 1.0

    193 downloads

    Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  2. 5 points

    Version 1.0.3

    53 downloads

    Human/Alien NPC Diversity (KOTOR 1) Knights of the Old Republic is a wonderful game, but it still reeks of the technical limitations of 2003. The galaxy is full of clones where NPCs have very few unique appearances. After Leilukin released her mod for male Twi’leks, I decided to take my own shot at humans. With the help of SpaceAlex’s K1 Enhancement Pack and many other modders' resources, this mod gives many human NPCs (and some aliens) more diversity throughout the game. Many heads were from SpaceAlex’s K1 Enhancement Pack, an unfinished mod he released to the public as a resource. Many others use player heads. If an NPC uses a head you use, don’t worry. The backuphead feature from appearance.2da ensures the NPC will use another head if the PC uses it. Incompatibilities: This mod will be incompatible with any mod that edits the same NPCs. Most notable includes N-DReW25's Czerka Redux, Galaxy of Faces and K1 Clothing Pack as well as Leilukin's's female Twi'lek NPC diversity mod. Credits: SpaceAlex for K1EP. DarthParametric for the Fat Commoner Models. Leilukin for her Diversified Twi’lek males which was the main inspiration for this mod. CaptaineSpoque for the Clothing Resource, many of which were used in this mod. Effix for the Jolee Alternative mod and Taris Dueling Arena Adjustments which two heads were used from. Redrob41 for the Combat Suits Modders’ Resource. Silveredge9 for BOSSR.
  3. 4 points
    So i did redid 950COR (953) last night... So there's that....
  4. 3 points
    View File Revenge of Revan Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Logan23 Submitted 04/03/2025 Category Mods TSLRCM Compatible No  
  5. 3 points

    Version 1.0.0

    60 downloads

    Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  6. 3 points

    Version 0.98e

    98 downloads

    Install TSLRCM before installing this mod, as it relies on cut content from the docks. Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new questline. Mod Features: New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for specific NPCs within the Residential and Dock areas of the Station. This will help to add a more unique feel to the area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines add more ambient information and world building to the station. Dialogue's may also reflect the players actions. About This Mod: The goal of this mod is to make the Medical Unit feel a little less empty than it originally does. It features both light and dark side options in order to the complete the quest, and it attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station. This mod also changes up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and also changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There is also new lines of dialogue given to each of the Ithorian's, so that all five of them don't repeat the same three lines. Disclaimer: Please use the latest version There is still some dialogue that needs to be added and changed/fixed. Also, the skill checks don't work for some dialogue options in the quest, and it will just automatically succeed each time. I will try to fix these scripts if possible. I apologize for any issues and or conflicts with other mods. There shouldn't be any conflicts with other mods, as long as any other mods installed don't change the Residential Module West 082 or Dock areas of Citadel Station. The only issues I've had is when using the Expanded Galaxy Mod, which for some reason adds armor and a weapon to one of the alien commoners in Residential Module West 082. For future reference, I plan to add these characters later into the game at some point. Installation: Just use TSLpatcher and then put the files from the override folder, into the games override folder. Requires TSLRCM to be installed first, since it relies on cut content from the docks. You must start a new game as well for it to work. I highly recommend using this mod as well after you install this one, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station.
  7. 3 points
    Revenge of Revan Episode One is out. As a wise man once said, "better late than never."
  8. 3 points
    Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
  9. 3 points

    Version 1.1.0

    27 downloads

    There's a few reports of people having low framerate when looking in the direction of a force cage. I was able to reproduce this with "disable vertex buffer objects=1" and running in fullscreen. The fix is simple. Just had to remove "proceduretype water" from the texture. I figured I'd release something more than just a simple fix so here's an updated model with upscaled and tweaked textures. If you don't want the changes then just grab "plc_frcdist01.txi" for the lag fix.
  10. 3 points

    Version 1.0.0

    34 downloads

    =Consistent Bastila Recognition= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Consistent Bastila Recognition.7z LATEST VERSION: 1.0 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: In KotOR II: TSL, entering the secret tomb on Korriban will reveal that the player character, the Exile, knew Bastila. However, if Bastila appears as a hologram in T3-M4's holo-recording, provided Revan is male, none of the dialogue options for the Exile when they talk to T3 allow them to mention Bastila by name. Instead, the Exile merely refers to Bastila with generic terms such as "the person in the hologram", presumedly because the hologram could be either Bastila or Carth depending on Revan's gender. This mod aims to correct the inconsistency of the Exile not recognizing Bastila in the hologram, by making the Exile refer to Bastila by name when talking to T3 about the holo-recording. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. Extract the Consistent Bastila Recognition.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe. Select either "Default Installation" or "M4-78EP Compatible Installation", depending on if you have installed M4-78 Enhancemnet Project (M4-78EP) or not. You should choose ONLY ONE of these two options to install the main part of the mod. Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. If you have also installed WildKarrde's TSL Expanded Ending, run Install.exe again, select the "TSL Expanded Ending Compatibility" installation option, then select your KotOR 2 directory path, and click the “Install” button. ***IMPORTANT NOTE FOR STEAM USERS:*** I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2. 3. UNINSTALLATION: Run Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any other mods that modify T3-M4's main dialogue file, t3m4.dlg, may conflict with this mod. I have set up the installer to install this mod by patching the t3m4.dlg file to improve compatibility with other mods that modify t3m4.dlg as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same file. This mod is not compatible with my Alternate Revan Romances REDUX. Note that Alternate Revan Romances REDUX has implemented similar changes by making the player character refer to Bastila by name during T3’s conversation, so if you use Alternate Revan Romances REDUX, you do not need Consistent Bastila Recognition. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Snigaroo for suggesting the idea of this mod in his KotOR 2 mod build request thread on Deadly Stream WildKarrde for giving me the permission to make this mod compatible with TSL Expanded Ending Cortisol for Holocron Toolset tk102 for DLG Editor Cortisol and th3w1zard1 for HoloPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  11. 3 points

    Version 1.0.0

    10 downloads

    I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet.
  12. 3 points
    The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks. If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level. 1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards. 2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard. 3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight. 4) Use the computer to disable the turrets, thus bypassing the barracks. I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option. For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
  13. 3 points

    Version 1.1

    35 downloads

    Using Disable Vertex Buffer Objects=1 (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.
  14. 2 points
    Feels like a really good step up from the Demo. I liked the changes to the areas on Correllia and the overall story felt more smooth and enjoyable than it was before.
  15. 2 points
    I bet you feel real silly right now 🤪 The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone. ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.
  16. 2 points

    Version 1.0.0

    12 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 01.04.2024 Installation: This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers. These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod. If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). Description: Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community. In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos. Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point. It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten. And this is where I come in. Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time. This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes. 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: Obsidian: For such an amazing sequel! Bioware: For such an amazing game JCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today. Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today. heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod. Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes. And 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.
  17. 2 points

    Version 2.0

    73 downloads

    Fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version. Currently Fixed: - Valley of the Dark Lords - Khoonda Plains - Refugee Sector Girl - Bastila's Head - Khoonda Plains 2 - Khoonda Secret Room
  18. 2 points
    Hello DS. I am beginning to overhaul the skyboxes in the Ebon Hawk viewable out the windows in the cockpit. I was curious how this mechanism of switching between skyboxes works? I see there are three images in the ebon hawk textures, two of them are divided into four, the other one is for M4-78. Right now I'm testing changes to these ebo_sky files in my modded Ebon Hawk. If anyone can shed some light on this subject in the meantime, it would be greatly appreciated. Thanks
  19. 2 points
    Hi folks! This is a longshot given the age of the mod, but I figured it can't hurt to ask. I'm looking for "New Admiral Onasi Ages", an old mod from Princess Artemis for TSL. This mod was a retexture of Admiral Carth Onasi's head in TSL to give him more grey to represent aging between games. I've tried the Wayback Machine, the now-defunct Telosian Archives from Princess Artemis, GameFront, and Lucas Archives unfortunately to no avail. I'm linking the archived pages I could find if that helps jog anyone's memory. I've also attached an image from the mod's original PC Game Mods page. If anyone has a copy of this mod, and wouldn't mind sharing, I would be so incredibly thankful. Thanks so much! Old Lucasforms Page Old PC Game Mods Page
  20. 2 points
    Same as you do on PC. Extract the file you need with KotOR Tool on PC. Then edit it in an image editor on PC. I don't think this process can be done entirely on Android.
  21. 2 points

    Version 2.0.0

    16 downloads

    Kinda Sorta Transmog v2.0.0 Ever found a new armor that has great stats but looks awful? Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway? Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise. How to get the items: - Your companions will have their bands equipped by default when you first recruit them. You can also use the console commands to get them. For now, to get the bands for the player character, you'll need to use the console. Codes: - giveitem bastilaband - giveitem canderousband - giveitem carthband - giveitem joleeband - giveitem juhaniband - giveitem missionband - There are 90 codes for player characters, one for each possible combination of Class and Head. The codes follow a pattern. P for Player, gender (M or F), race (A for Asian, B for Black, C for Caucasian), class (S for Scoundrel, M for Scout, L for Soldier), then 01-05 for which head. - Example code: giveitem transmogpfal03 (this would give you the armband for a Soldier with Female Asian Head 03. - I'll be workshopping a better way to give the player the relevant armband, but for now this is my best option. When in doubt, a little trial and error goes a long way. Install: - Just run the HoloPatcher! Uninstall: - Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. You'll also have 90 "transmogxxxxxx.uti" files in your override you can delete. *** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! *** Compatibility: - The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Anything that modifies p_bastilla.utc, p_cand.utc, p_carth.utc, p_jolee.utc, p_juhani.utc, or p_mission.utc may conflict, but all this does is add lines to their Equip_ItemList. Send me a message if you discover any conflicts! Future Plans: - Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor. - Immersive Acquisition for the Player Character bands. I have the rumblings of an idea but not totally sure. There are 90 of them. - Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. Also make each band only equippable by the proper character. Presently, any character can equip any armband, so you could make Canderous look like Mission, or make Carth look like a player character. - Patches for clothing mods from other developers. Send me a message if you want one and I'll try! - High in the sky apple pie hopes: Proper transmog. A method to apply the visuals of any armor you want instead of just your default clothing. This is gonna be a colossal undertaking so I'll do my best. It might be on the back burner until I get the basic version of Kinda Sorta Transmog for KotOR II published. Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars - The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive during this project. Changelog: - 1.0.0 - 3/22/2025 Initial Release - 1.1.0 - 3/23/2025 Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them. - 1.1.1 - 3/23/2025 Fixed some stuff in the readme, broke a bunch of other stuff. - 1.1.2 - 3/23/2025 Fixed some stuff in the readme, this time without breaking a bunch of stuff. - 2.0.0 - 3/24/2025 Player Character Bands added, all 90(!) of them. Anticipating a snag here or there but will address as needed.
  22. 2 points
    Title alone makes it worth a download.
  23. 2 points
    Thank you for pointing these out! I did plan on including Waffle’s armor in the mod but it seems I forgot to delete it. I’ll revise it as soon as I can with the incompatibilities noted and the updated readme/description! The Sith in question is the apprentice on Korriban who says "once you become a Sith you can do anything!" It's one of the students with the medallions. I was aware of Galaxy of Faces. I'll add that as an alternative.
  24. 2 points
    View File TSL Expanded Ending Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. Submitter WildKarrde Submitted 03/02/2025 Category Mods TSLRCM Compatible Yes  
  25. 2 points
    This is fucking incredible
  26. 2 points
    There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots. The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there. Here are some screenshots of the very early Outcast Village. Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today). Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture. The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet. I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point. I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do. It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP. Those will be added at some point. Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz. That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
  27. 2 points
    View File Sleheyron Arenas Just the files needed to access the three Sleheyron Arenas that are contained within the kotor 1 files. They aren't perfect, the walkmeshes are a little off and this results in the player getting stuck at points. The crowd is also non-existent. This won't work without the Sleheyron Demo by SithSpectre : https://deadlystream.com/files/file/391-sleheyron-demo/ Because it needs the following files which are included in the Sleheyron Demo. m31aa_00l.mdl m31aa_00l.mdx The .wok file isn't necessary. NOTE : This is a modders resource and isn't intended for use by non-modders, all it does is add three empty levels for the Sleheyron Arenas that can only be accessed via the warp command. Thor110 Submitter Thor110 Submitted 03/15/2025 Category Modder's Resources  
  28. 2 points
    Yes, just make sure you install PartySwap first then TSL Expanded Ending.
  29. 2 points

    Version 1.8.6

    136,679 downloads

    Experience famous restored content mod on your mobile device. Install instructions: Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unzip mtslrcm.zip 2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal."
  30. 1 point
    My man! Did this a while back but never released (mainly due to never receiving permission from JC). By chance, did you include shem’s character robes that he made for the PC and various party members?
  31. 1 point
    Regarding the companion training, I worked out something like this: Fighting Techniques trains Unarmed Specialist up to the players current rank (this gets around a Vanilla bug where Handmaiden and Bao-dur do not continue getting Unarmed Specialist as they level up, because there specific feats entries check there current class level, and not there overall level), otherwise it tends to be a useless ability as the numbers are too low unless you save all level ups for Jedi. Lightsaber Forms remains the same, but also allows the level up forms to be taught, so they dont get locked until Jedi level 13 (They are generally worse than the ones you could teach anyway) For the powers, I changed it to the unlockable powers that aren't taken by leveling up (I loathe when the game invalidates a level up choice by giving it to you for free later) Affect Mind (doesn't do anything in the base game, but I don't see any reason to remove it IMO) Dominate Mind (ditto) Force Sight (not Visas) (I did this at one point, but there is a bug where if Kreia or Visas use Force Sight as a power, it turns off when they are in first person) Breath Control Beast Trick Battle Precognition (Handmaiden always gets this when becoming a Jedi) Force Crush (won’t be opportunity to train in normal game) Force Enlightenment (won’t be opportunity to train in normal game) I also made it auto train everything that could be trained upon being made a Jedi for the first time as a QOL change. The dialogue patching wasn't setup properly for Holopatcher at the time so I never released it, I will check the required features have been added at some point.
  32. 1 point
    So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods. His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
  33. 1 point

    Version 1.1.0

    47 downloads

    Provides complete instructions on modding KOTOR in 2025. Restores cut content, that the community patch does NOT restore, updates the resolution and UI, updates textures, fixes bugs and finally finishes the game.
  34. 1 point
    I was in the habit of doing the lite versions of characters that are similar enough to their regular versions, even if they aren't actually used in-game. Typically the lite texture is just scaled down from the regular texture, with some minor changes to accommodate the lite model's different uvw map. In the case of Gammorean texture, they are both the same size, but there are some minor uvw differences between their L_Gammorean & C_Gammorean models (around the mouth, hands, and armpit). If I recall correctly, the animations are stored in the .mdl while the uvw map is stored in the .mdx, correct? Still, I don't recommend mixing and matching the files, since there may be some line errors due to how files can be compiled to and from ascii format. If anyone wants to try and apply my uvw map to another model that has the animations fixed, you go right ahead.
  35. 1 point
    K1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
  36. 1 point
    I just took a quick glance at appearance.2da and it seems L_gammorean is nowhere to be found, so you should be good to go.
  37. 1 point
    It seems N_SelkathCR is used for the insane Selkath in Hrakert Station. Since those NPCs won't probably be using this animation I think you are safe not to include it.
  38. 1 point
    Included in the mod is two different versions of the guide, one you do everything manually and the other is mostly automated. If one doesn't work, try the other. This build has been tested on many different systems and the majority of it has been tested regularly for about 10 years. I am aware that the community patch is new and people are interested in it but it doesn't restore a lot of things the Restored Content mod does bring back and the two are simply incompatible.
  39. 1 point
    Great timing mate, I was just getting ready to replay KotOR after 20 years This list looks great. Does this make the Community Patch obsolete, or I should apply that at the end? Thanks
  40. 1 point
    Ah! I understand now! Frankly I expected more than 11 banters. But under the conditions you outlined, it seems the mod is working correctly. I am working on the 4th Star Map right now and I have 9 out of 11 banters procced. I suppose the 2 convos I triggered were just enough to bring me up to the expected number, and since I never took Mission/Zaalbaar out together, those were quite likely to be the ones I would never see outside the Hawk. I guess this is just a case of my misaligned expectations. Thank you for the responses and I apologize for wasting your time.
  41. 1 point
    Thanks. I did leave the carpet in only the Library room. There is still just a few things I need to add or fix before I do anything with it. I'm actually working on Trayus Academy now, doing the Trayus Core. Screenies incoming.
  42. 1 point

    Version 1.0.0

    12,213 downloads

    =Juhani Dialogue Restoration= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Juhani Dialogue Restoration.zip LATEST VERSION: 1.0 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod restores Juhani's conversations with the player that are unused or easy to miss in vanilla KotOR. The conversations restored by this mod include: Asking Juhani about the planet you are on Asking Juhani about why she is hostile towards Canderous (available after Juhani talks about the Mandalorians' attack on the Cathar homeworld) Juhani talking about the evils on Korriban (available after you obtain the Star Map on Korriban) I recommend using this mod alongside the KOTOR 1 Community Patch (K1CP), which fixes many bugs related to Juhani's content in the game. Note that the KotOR 1 Restoration (K1R) mod already restores the above Juhani conversations, so if you use K1R, you do not need to install my mod. My mod is meant for players who just want to access the unused Juhani conversations without using K1R. Juhani also has a conversation with the player that is meant to take place on the Leviathan, but you cannot access said conversation in vanilla KotOR because you cannot talk to Juhani on the Leviathan, even if you choose her as your jailbreaker. For a mod that restores Juhani's conversation on the Leviathan, I recommend using Fair Strides' Party on the Leviathan! mod. 2. INSTALLATION: Go to the "Installation" folder, and put the NCS files into the Override folder in your KotOR directory. You can choose to install only a specific component of this mod: For the dialogue option to ask Juhani about the planets you're on, install k_hjuh_w10.ncs. For the conversation about Juhani's hostility towards Canderous, install k_hjuh_p05.ncs. For Juhani's comments about the evils of Korriban, install k_hjuh_p19.ncs, k_hjuh_p20.ncs and k_hjuh_p21.ncs. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to your Override folder and delete k_hjuh_w10.ncs, k_hjuh_p05.ncs, k_hjuh_p19.ncs, k_hjuh_p20.ncs and k_hjuh_p21.ncs. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: Any other mods that modify the scripts to access the following Juhani dialogue will not be compatible with this mod: Juhani's comments about the planet you are on Juhani's hostility towards Canderous Juhani's comments about the evils on Korriban The KotOR 1 Restoration (K1R) mod already restores the above dialogue, so if you use K1R, you do not need to install my mod. This mod is compatible with KOTOR 1 Community Patch (K1CP). This mod is compatible with Kexikus' Juhani Romance Enhancement. 6. PERMISSION: You may do whatever you want with this mod, including using this mod's assets in your own mod. Credit is appreciated but not necessary. 7. CREDITS: Cortisol for Holocron Toolset JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  43. 1 point
    Great job so far. Down the line I may use this for a possible "cutscene" that may take place between Atris and Revan where Revan speaks to her about the Exile's whereabouts (which is canonical).
  44. 1 point

    Version 1.0.0

    524 downloads

    Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  45. 1 point

    Version 1.0.0

    1,421 downloads

    New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  46. 1 point

    Version 1.0.0

    51 downloads

    This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder. I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though. Usage: Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme. Included Files: Acknowledgments: Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  47. 1 point
    I'm guessing you'll never see this but this is an excellent mod. I'd like to suggest some changes to the Speed power tree. Since the game has a defense bonus cap of +10 and Jedi automatically get +6 at level 12, it would make sense to reduce the defense bonuses these powers provide in order to prevent Force Aura from becoming redundant. Here's my take: Burst of Speed: Just the movement speed, no armor restriction, low FP cost. Knight Speed: +2 Attack bonus. Master Speed: +2 Attack bonus, +1 Attack per round.
  48. 1 point

    Version 1.0.0

    172 downloads

    Deadmans TFU Lightsaber pikes for K1 1.0 By djh269 Date:18.02.2024 Description: As per request I have ported over Deadmans Saber pikes from TSL into K1. You can find the Pikes on one of Korribans merchants. https://deadlystream.com/files/file/138-tfu-lightsaber-pikes-for-tsl/ Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For the original TSL mod Holopatcher - Cortisol
  49. 1 point
    They responded on the Atris model; saying it was intended for Atris to wear it on Telos Revisited, but they scrapped it since it was confusing and didn't make sense for her to have Dark Side robes lying around. So they cut it intentionally, not for time. AFAIK they never commented why her character icon was ingame though. As for the encounters, no, there is nothing to indicate who wins so we decided just to "end" both of them at that point.
  50. 1 point
    There isn't any indication about a lot of things. My guess would be that you were meant to play as one of them as in the Atton vs Sion encounter, and then whichever one survives goes on to appear in the party confrontation scene, with perhaps Atton/Handmaiden being on Kreia's side. But there's no material left for such a thing. There's only one version of the party confrontation, and it implies a light side ending and that all the party members have been trained as Jedi. Also, frustratingly, some of the remaining content is only voiced by Atris, not Kreia.