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Showing content with the highest reputation since 11/21/2025 in all areas
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10 points
Version 1.0.0
74 downloads
Smoother mine effect edges. Nice and simple. Install: 1) Choose either Regular Version or For Mines Overhaul Version 2) Extract to override Regular version is for vanilla game Mines Overhaul [TSL] mod required for the Mines Overhaul version. Credit: offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version -
5 points
Version 1.0.0
47 downloads
Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game. SUMMARY TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup. With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes. This mod also adjusts the orientation of some of the characters to make the scene look a little more natural. TSLRCM is required to use this mod. INSTALLATION Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs. PERMISSIONS Feel free to use this mod however you want as long as the credits listed below are included. CREDITS offthegridmorty L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement) zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 -
5 points
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4 points
Version 1.0.0
52 downloads
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. -
4 pointsPlease see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
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4 points
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4 points
Version 1.0.0
47 downloads
[K1] Mandalore the Unknown Author: RavenFal Release Date: 11/28/2025 "Yes, that's him. I toyed with calling him dar'Mand'alor, loosely translating Mandalore the Unknown." ―Abel G. Peña This mod changes the Mandalorian Captain found by the Temple on the Unknown World to be “Mandalore the Unknown”, the self-proclaimed Mandalore referenced several times in KOTOR by HK-47 and the Mandalorians on Kashyyyk, but never seen in-game. Per the campaign guide, Canderous defeated him between games and took his armor and helmet as a way to honor him, combining the helmet with Mandalore the Ultimate's mask (which is why Manalore's helmet in KOTOR 2 looks so different compared to the mask from the comics). This mod moves that confrontation earlier in the timeline, allowing players to experience Canderous acquiring his armor from KOTOR 2 and letting him (or anyone in your party who can equip heavy armor) to rock up to the Star Forge wearing one of the coolest armor sets from either game. “Mandalore the Unknown” is wearing an upgradeable armor set with the appearance of Mandalore's Armor from KOTOR 2. Upon his defeat, he'll drop this armor instead of the “Mandalorian Assault Armor” the Mandalorian Captain drops in the base game. The appearance is set up as a disguise, and so it will work for both male and female characters. He also drops a datapad that explains why he was sending teams of Mandalorians to hunt in the Shadowlands, what he's doing on the Unknown World, and changes up events a little more to make to him the one who made the modifications to Mandalore's mask. I have also included optional files to change Mandalore the Ultimate from SilverEdge9's Brotherhood of Shadow: Solomon's Revenge mod to also have the appearance of Mandalore from KOTOR 2. The mask looted from the “Non-Canon” chest remains unaltered and has its original appearance. This mod is not compatible with any mod that alters g_mandalor004.utc (the Mandalorian Captain on the Unknown World). To Install the main mod: 1. Run the “Install.exe” program from the mod folder. To Install Optional files to change the appearance of Mandalore the Ultimate in BOSSR: 1. Copy all files from the “Optional – BOSSR Mandalore Replacement” folder into your Override folder. To Uninstall the main mod: 1. Delete the following files from your Override folder: bos_mandhelm.uti g_a_mandotsl.uti g_mandalor004.utc mandotsl_datapad.uti p_mandalorebb.mdl p_mandalorebb.mdx P_MandB.tga 2. Replace the “appearance.2da” file from your Override folder with the “appearance.2da” file saved in the “backup” folder found in the main mod folder. To Uninstall the Optional files for BOSSR: 1. Delete the following files from your Override folder: brg_mandalore.utc msp_mandalore.utc myp_mandalore.utc mzp_mandalore.utc Credits: SilverEdge9 for the original Brotherhood of Shadow: Solomon's Revenge files. -
4 pointsFor those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
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3 points
Version 1.0.2
22 downloads
This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found. The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party). Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain. Note: Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command: giveitem e_imp1_axc01 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
3 points
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2 points
Version 1.4
203 downloads
Currently on my thousandth playthrough and figured I'd share the stuff I've been making for it so far Hi! Please visit this mod's Nexus page for better IMAGE DESCRIPTIONS https://www.nexusmods.com/kotor2/mods/1319?tab=images INCLUDES: Unique, High Quality, Upscaled Complexions and Hair for - Atton (6 Options, Full Darkside Support, All Portraits Included) The Handmaiden (2 Options, Full Darkside Support, All Portraits Included) Female Exile (2 Options, Full Darkside Support, All Portraits Included) Bao-Dur (2 Options, Full Darkside Support, All Portraits Included) ALL TEXTURES are upscaled from 512x512 to 2048x2048 Hair, skin details and eyebrows are painted by hand... just throwing that out there If anyone is interested in lower resolutions (like for mobile or something) just ask New NO EYELINER ATTON FOR KOTOR SUBREDDIT Love everyone who was polite. Enjoy. CHANGES FROM DEFAULT FILE Closer to Vanilla Gives Atton back his crows feet, eyebags and smile lines (I'm sorry I stole them in the first place) A more noticeable darkside progression Fluffier and lighter brows And most importantly; no eyeliner INSTALLATION Loose-File method, please see README, included in all files, for more info. THIS MOD WILL CONFLICT WITH THE FOLLOWING FILES and any mod that uses them ------ (To ENSURE compatibility, I advise you DELETE these files, if present in your Override folder, before installing this mod. Or, simply don't use this mod) EXILE PFHCO5.TPC/TGA PFHCO5D1.TPC/TGA PFHCO5D2.TPC/TGA po_PFHCO5.TPC/TGA po_PFHCO5d1.TPC/TGA po_PFHCO5d2.TPC/TGA ATTON P_AttnH1.TPC/TGA P_AttnH1D1.TPC/TGA P_AttnH1D2.TPC/TGA po_PAtton.TPC/TGA po_PAttond1.TPC/TGA po_PAttond2.TPC/TGA HANDMAIDEN P_HandmaidenH.TPC/TGA P_HandmaidenHD1.TPC/TGA P_HandmaidenHD2.TPC/TGA po_PHandM.TPC/TGA po_PHandMD1.TPC/TGA po_PHandMD2.TPC/TGA BAO-DUR P_Bao_DurH.TPC/TGA P_Bao_DurHD1.TPC/TGA P_Bao_DurHD2.TPC/TGA po_PBaoDur.TPC/TGA po_PBaoDurd1.TPC/TGA po_PBaoDurd2.TPC/TGA ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PLANS and FUTURE UPDATES --------------------------------------------------------------------------- ---------------------------------------------------------------------------- Kreia (Current WIP) Mira (Current WIP) Visas (Planned) Bao-Dur (Current WIP) Done, yay Disciple (Planned) Mandalore (Planned) figure out tpc T-T Adding Custom Portraits for the entire cast (Current WIP. Pray for me, I suck at taking screenshots T-T) RESHADE (in most screenshots, highly recommended if you want the look in my screenshots) Tastefully Atmospheric Reshade - MaxYari THANK YOU ------------------------------------------------------------------------------------------------------------------------------------------------------ For reading this far, and if you have any questions I'd be happy to answer them to the best of my abilities I also encourage you all to upload pics, (as I am horrible at it) because I'd really like to fill the images section with good examples (help) -------------------------------------------------------------------- Please keep in mind, if you do not like an aspect of these complexions, I would be happy to tweak it for you as long as you are polite and respectful when asking. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CREDITS LucasArts Obsidian Entertainment, Inc. BioWare voidceta - HUGE thanks for a specific file present in this mod TOOLS USED Kotor Tool Holocron Toolset GIMP upscale.media - PixelBin Shameless use of Google images and Pinterest -
2 pointsHello. I request permission to publish textures using elements from your mod. Example:
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2 points
Version 1.2.1
1,251 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these -
2 pointsAs I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
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2 points
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2 pointsSo there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
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2 pointsI got it now. Been able to extract and install it with the help of 7-zip. Thanks
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2 pointsLate answer, but this could be a possibility ye depending on how much content in introduced in my mod. However, it would require a lot of balancing for the enemies. Raising to 30 could already be pretty cool. We'll see how things go as time goes by
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2 points
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2 pointsRan a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
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1 pointQuicker TSL Patching just creates symlinks. It doesn't really change how any mods are installed and isn't a factor here. This mod is set up to look up KOTOR 1. You can edit changes.ini to make it look up KOTOR 2: LookupGameNumber=2 or to make you specify the installation folder: LookupGameFolder=0
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1 point
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1 pointAn item property disguise will only work if it is applied to an armour/robe/clothing item in the torso slot that points to the appearance row to replace it with. The only way to do it via an armband would be to create a script that fires EffectDisguise. But it would be quicker and easier for you to just use KSE to edit your save and change the appearance there.
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1 pointAn armband you say? Is your current appearance P_FEM_C_SML_01? If it is, have you tried wearing clothing and not armor/robes?
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1 pointPer @th3w1zard1 , co-author of pyKotor and HoloPatcher: It's a rare unused feature of TSLPatcher that's off by default. HoloPatcher has it enabled. Basically tells you if a mod installs to a module directly (.rim/.erf/.mod) when it'd be 'shadowed' by a higher priority file existing in Override. See: https://github.com/th3w1zard1/PyKotor/wiki/Explanations-on-HoloPatcher-Internal-Logic#the-patch-loop Part of step 5. In other words, a mod has injected a file into a module (MOD), but a file in the Override will supersede it. On an unrelated note, why the hell is your game installed in the Users folder?
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1 pointBeen chatting with a few community members, and I've been asked to share some of the other binaries I've come across. Attached below are the binary executables for Kotor 1 Mac, Kotor 2 Mac, Kotor 1 Android, Kotor 1 Xbox XKOTOR KOTOR2sub libKOTOR.so default.xbe
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1 point
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1 pointI guesssss we can stop counting, since you asked nicely... But seriously, Happy birthday, SH! Here's to another decadeeee.
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1 pointI reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.
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1 pointHello there fellow modders! Inspired by Thor modding tutorial series (extremely useful ressource!), I decided to help people out there but with a more visual approach to the process. Here is my youtube playlist with my current tutorials currently covering Holocron Toolset and basic module edition, Basics about Blender/KotorBlender and texture editing : Youtube Tutorials Playlist . My next tutorial will be about converting models from K2 to K1, or the opposite operation, using MdlEdit. Know that I'll be streaming next week as well on my youtube channel (either on Friday or Saturday night) and it will basically be for people to ask whatever they'd like me to cover regarding modding. I hope i can help some people out sharing my modding knowledge Cheers!
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1 point
Version 2.1.0
15,168 downloads
Ixgil (the alien who gets murdered by the Sith immediately on Taris) uses Bith VO, and is tagged as a Bith, so I changed his appearance and name to reflect this. Enjoy your new Bith NPC for the scant few seconds in which he's alive! I've been told K1R does this as well, but I don't use it, nor do I particularly want to. To install, run INSTALL.exe and follow the instructions. Make sure you install this prior to setting foot outside the apartment though, otherwise it will have no effect. -
1 pointOh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
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1 pointimport to blender, for TSL, tick the checkbox for TSL at export.
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1 point
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1 pointi'll take a look at it. unfortunately these are some of the harder textures to make, i might do a pure upscale instead.
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1 pointAmazing work! You managed to break down so much limitations... This is extremely exciting :)
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1 pointWhat do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
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1 pointCapitaineSpoque, how about integrating LevelCapMod (50) into your mod? I mean this: https://deadlystream.com/topic/11814-kotor-1-level-cap-mod-to-level-50 It seems to me that given the expected character balance changes/new abilities in your mod, synchronizing these improvements with possible larger-scale upgrades (up to level 50) could give KotOR a fundamentally new gaming experience.
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1 point
Version 1.1.2
257 downloads
The Expanded Atton Romance Mod Author: Lena Hills Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr Version 1.1 ----------------------------- 1. Description: The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances. Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1. For full details see 5 – Gameplay Guide. 2. Installation: This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod. Uses TSLPatcher for easy installation, simply unzip and click to install. For new modders, I've made video walkthroughs for Installing on PC and Installing for Mobile. 3. Compatibility (mods/existing saves): This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods. No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin). EDIT 10/17/2025, fixed bug that stopped the flirting with male characters in one module. This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start. 4. Permissions: You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome! 5. Gameplay Guide: Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master. Full list of voiced content and triggers: Endings - 6. Credit: This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own. Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much! Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE. -
1 pointAs a starting point, I would recommend Holocron Toolset: https://deadlystream.com/files/file/1982-holocron-toolset/ to get an idea of how the modules are set up and to be able to view models + areas of the game. This is incredibly useful for seeing how placeables, cameras, models, scripts, creatures are laid out. This can be used to pull assets out of the game for modification. You can also use KOTOR Tool: https://deadlystream.com/files/file/280-kotor-tool/ to pull the same game resources out for modification. If you're looking to modify the particle effects of the game models, you can't go wrong with MDLEdit: https://deadlystream.com/files/file/1150-mdledit/ . This converts game models MDL+MDX into readable ASCII and back into MDL after you save the changes to the ASCII file. It really comes down to what the goal of your first mod is. If you're looking into making changes to scripts, that definitely is not my area of expertise. It would be helpful if you share a specific goal for your first mod idea, or at least an idea of something you'd like to achieve.
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1 pointHello there everyone! As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base The new hidden bek appearances The lower city The hidden bek base The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! 😅 For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously! My discord for the project See ya next time! 👀
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1 point
Version 1.0.0
1,615 downloads
This mod will replace and update texture files. To Install 1. Download:N_oldAMH01.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
Version 1.2.0
2,124 downloads
Back in 2022, I was asked by a user in a discord server I am in if I could add lightsabers well early into peragus, before fighting any of the mining droids. This mod will you give the equipment of a dark jedi or jedi you could need, as well as some medpacs. 1 Red LS, 2 Yellow LS, 1 Yellow DBLS, 1 Yellow SHRTLS, a Padawan Robe, and a Dark Padawan Robe. After downloading the .zip file attatched, you will open Holopatcher and find your directory where TSL is located. You will then press install, and the mod will install in ~2 seconds. If you get any errors, send me a PM about the error and with the install log attatched. Tools Used: Change Edit Holocron Toolset Holopatcher I ask that my mod is not reuploaded somewhere by other users. If I feel this mod belongs somewhere, I will upload it there. Should be compatible with most mods. Any mod that makes hard edits to gencrps004.utp should be installed before this mod. -
1 pointLooks like a small bug in how Holopatcher interprets changes.ini compared to TSLPatcher. Try the attached INI files, any issues with them? The instruction that I think causes the error is for a minor DLG parameter that I don't think the game really cares about anyway, so I've edited the attached files to remove the problematic command. Holopatcher-Compatible INIs.zip
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1 pointI beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
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1 point
Version 1.0
5,172 downloads
A Mod for Star Wars Knights of The Old Republic Author: Darth Vhail Release Date: 05.01.2017 ->Description: This mod adds new graphics to the Sith/Stabilizer/Vacuum Masks and Motion Detection/Stealth Field Reinforcement Goggles found in-game. It also adds new icons for these items. ->Installation: To install you need to copy the files into your KotOR override folder. ->Compatibility: If you have other mod files changing the appearance of the Sith/Stabilizer/Vacuum Masks and Motion Detection/Stealth Field Reinforcement Goggles, they will be replaced. Also any mods that add new models for these four masks are incompatible with these textures. ->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. -
1 point
Version 1.0.0
8,795 downloads
This mod will replace and update texture files. To Install 1. Download: Duros HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.0.0
31,586 downloads
New interface for terminals. Sdub & Effix materials were used. Resolution 2048x2048. 1. Download: Upscaled Computer 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) -
1 point
Version 2.3.4
4,948 downloads
DLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords. The editor is divided into two panes. The upper pane contains the treeview portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear in the lower pane containing node-specific information which can be edited. -
1 point
Version 1.3
386 downloads
Description Just a little joke mod, made in imitation of the old Holowan Spire that Doom_Dealer made. On this one you can meet and interact with a few of the regulars on the DS forums. If it proves popular, I may expand it later on. Please don't be upset if I didn't include you. This is a joke mod, and it's meant in a spirit of fun. Installation Put 'deadlystream.mod' into your Modules folder. Do *NOT* put it in the Override. To get there in game, type "warp deadlystream" into the console and hit return. Uninstallation Remove the file again. Permissions You may not upload new versions of this mod without my permission. You may not upload this mod to other websites without my permission. You may not claim to be the author of this mod. Credits & Thanks Thanks to: - Hassat Hunter for spotting the bug in v1.0; - Doom_Dealer for the original Holowan Spire; - Fair Stride for help bugfixing, and for letting me bounce ideas off him; - DeadlyStream.com for being such a fun, nice place.
