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8 points
Version 1.0.0 A
85 downloads
I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the DP_TarArenaScr A - I .tpc files (this is not required if downloading the .tpc filetype option; simply overwrite files when moving to override). 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
8 points
Version 1.0.0
67 downloads
Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in TJM are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for her mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use. -
6 points
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6 pointsNo this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰
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5 points
Version 1.0.2
69 downloads
Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 Description: This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added. The Mod is divided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
5 points
Version 1.0.0
21 downloads
Alternate Coruscant Skybox [Day Time] A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: Sith Holocron DESCRIPTION: I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you! These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod. INSTALLATION: Place all of the TGA files into your Override folder. UNINSTALL: Remove those files from your Override. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author. THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
5 points
Version 1.0.0
78 downloads
This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.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 -
4 points
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4 pointsView File Arena Scr (Taris Dueling Arena Adjustment 1.4) I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the DP_TarArenaScr A - I .tpc files (this is not required if downloading the .tpc filetype option; simply overwrite files when moving to override). 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 08/06/2025 Category Mods K1R Compatible Yes
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3 points
Version 1.0.0
24 downloads
Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! Everyone who downloads the mod!! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
3 points
Version 1.0.0
55 downloads
This mod will replace and update texture files. To Install 1. Download:N_DeadeyeH01.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 -
3 points
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3 pointsI have begun research and devlopment on Edge Of Darkness once again and I plan to land in the realm of this winter for a substantial update, based on my continued playtesting and theory. Cheers, can't wait! Couldn't have done it without you all and DeadlyStream, let's get some KOTOR and TSL played. I will keep you all abreast of how this is going.
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3 pointsTwo things i've definitely thought about: Making the area darker (especially since it does not currently match the lighting from the back of the Krayt dragon's cave) and having some rakatan ruins/additional rocks to hide rough area transitions/texture transitions and so on. For the walkmeshes, i will hopefully entirely fix them and it shouldnt be a problem, I won't use the default ones because they're very broken. I will most likely redo them entirely. I will take a look at Edge of Darkness to see how it was done thanks for poiting this mod out I will reuse some assets from the base game to fill the gaps in the Tatooine temple. The Dantooine ruins and the shyrack cave have similar geometries so i can surely use some of their part, finally the unknown world temple summit may be used aswell. One thing I do not understand and you might be able to clear it for me, is that some portion (especially the rakatan ruins) are entirely enlighted, just as if these parts were out in the open (their ceiling part at least). I thought about having these parts "burried" (just like Dantooine ruins) but still i'm wondering, do you think it was intended to have portion of the levels both under and above the ground level? Ty I've basically reused the room that leads to the sith academy and mirrored the ground from the adjacent room to have accurate lightmaps. Atm my very rough idea is to have the key to this tomb lootable in Naga Sadow's tomb. I don't really get what you're talking about with the rogue students? Are you talking about the two twileks and the woman you can meet in the shyrack cave?
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3 pointsHello there! Pretty happy to announce that 2 of the 3 cut modules are now completely restored and are already released as a modder's ressource here on Deadlystream for anyone to use 🥳 The Kashyyk cut module didn't need much work at all! It was all about editing the .vis file, adding a fog effect in the .are and providing a minimap. This is all done! My plan with this module will surely be as i said earlier, making it the specific area where you encounter the ritual beast. I have nothing yet very clear in mind, but I wish to make the ritual beast encounter much more memorable, i've already planned to make this specific terentatek the size of a fully grown rancor to distinguish it from the others The Czerka Depot cut module needed much more work. There were a lot of models broken, with missing parts such as ceilings/geometry holes, various errors like walls flying few centimeters in the air and so much more. I also partially fixed the most hideous lightmaps. I am not yet skilled enough to correct everyone of them, there are still some rough lighting transition from one room to another. Some walkmeshes have been fixed aswell, and some textures too. Finally i've provided a custom minimap aswell! Czerka depot screenshots: Very proud of all of this work, especially the Czerka Depot module. Not perfect at all but its already so much better than what was there, and its entirely playable now It leaves us with one last cut module: The tatooine cut rakatan temple. This is the module that requires a TON of work. The walkmeshes are atrocious, some lightmaps aswell and so are the room transitions, there are a lot of missing elements especially in the rakatan ruins... For this one, I cannot "just" repair what's in there, because there is too much stuff missing. I also think that i'll do some few cuts, because some portion of the level are too broken and beyong repair. There is still enough from this module to be used and repurposed into something both unique and playable. The biggest theory out there is that this module was supposed to have some kind of sarlacc maw encounter, which would make sense judging the last "pit" room. I still don't know how this area would play out, aside from maybe 1 unique crystal formation and few rakatan lore. If you have any idea, feel free to share! Anyway, still a lot of work to do! You can check the cut modules i restored in the video I'm providing Peace!
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2 pointsThe time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series. In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2. The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete. I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example. Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas. And the worst part of Kotor II's commoner NPCs is that: 1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part). 2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate. Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem. Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod. Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game. Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see. My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module. I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules. In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in. A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways. The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians. Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area. The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes. Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod. A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it. Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform. Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update. Here are the installations: 1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model". 2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads. 3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms. 4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in. 5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians. 6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines. 7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access. 8,) Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform. 9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod. So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods? When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎
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2 pointsThe way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
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2 pointsThe KOTOR test for Revision 12 has just been completed. With one exception which will need to be re-tested next Revision, every submitted mod was accepted--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP, so now only active requests are present there. As always, I have thought of some more things I'd like in the course of this playthrough, and we have some new requests too. They are, in order of appearance: Swoop Overhaul CHA Items for DS Players Buffed Dueling Twitch is Hard Sentinels With Skills I'm Within Milliseconds of Winning Screw You Sith Armor Allows Force Abilities Party at Davik's Carth and the Player Both Require Sith Uniforms Tusken Aren't Blind Yuthura Opens Up Zaalbar and Chuundar Geometry Problems Enemy Diversity No, I Don't Want to Gather My Party Before Venturing Forth Altogether, not an insignificant amount of new requests! I hope they inspire some of you. As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while. Thanks all!
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2 pointsThe time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
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2 points
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2 points
Version 1.0.0
45 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 -
2 points
Version 1.0.0
39 downloads
This mod will replace and update texture files. To Install 1. Download: N_Comm_w_m02.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 -
2 points
Version 1.0.0
15 downloads
Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes. -
2 points
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2 pointsPossible, yes. Entirely practical in some cases where stunt animations exist (e.g. Malak/Revan Dantooine star map cutscene, Kreia/Sion/Nihilus betrayal cutscene, etc.). Not particularly feasible in cases with custom animations where no equivalent stunt animations exist in the game files and/or scenes featuring certain types of impractical/impossible to replicate VFX (e.g. Bastila vs Revan fight dream sequences on both counts).
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2 points
Version 1.2.0
111 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 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 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 points
Version 1.0.0
18 downloads
Czerka cut module restoration v1.0 By Zobizob Description: In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable. This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override. Work done and disclaimer : All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit: InSidious for his original Lost Modules Pack mod. Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use this work, just credit me if you're using my files. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK 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 pointA point of interest, in the two videos you linked one version is the PC version and the other is the Xbox version. The Xbox version shows Nihilus have a proper fade away while the PC one you showed has a jank one. You mentioned TSLRCM, but the PC version gameplay you showed is from a playthrough not using TSLRCM, judging by other parts the uploader showed of that playthrough on their channel. Maybe TSLRCM fixed this issue on PC? Not sure. Fun fact, the Switch version from what I saw from 2 playthoughs on Youtube also has a broken fade effect for Nihilus. I think the Xbox version is just more refined in many areas compared to the PC version, considering it's an old 2004 game. I saw a TSLRCM playthrough with fixed fades, maybe the mod fixed it for good? ngl the fade out effect is kinda wonky in my experience in both Kotor 1 and 2. It sometimes works and sometimes doesn't. Mods using "ghosts" like Brotherhood of Shadow or even vanilla characters like Ajunta Pall in or the TSL Korriban tomb visions all are supposed utilize fade aways upon death, but sometimes this works and sometimes this doesn't. I don't know much about scripting but my game settings are as max as max can be and my PC components aren't the issue, Kotor loves Nvidia. When it comes to fading in this game engine, I think it might be you and your luck if the engine wants to cooperate with the script that actually allows it. Sometimes there might just be too much happening in the engine for it to register correctly. I'm hardly an expert on this though, this is just what I'm assuming from multiple inconsistent playthroughs.
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1 point
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1 point@Gaak78 I'm @ing you here because I can't respond to a review. As a modder, I am very much convinced that you do have M4-78 installed and you just don't know it. Unless Leilukin can prove otherwise, those journal entries aren't left over content regarding M4-78, rather, those are journal entries added by the M4-78EP mod. I imagine you unknowingly installed M4-78EP and installed this mod on top thus causing a conflict, or you have M4-78EP subscribed on the Steam Workshop unknowingly and this is how you're getting this bug. Again, Leilukin could swoop in and prove me wrong or you can check for yourself and prove me wrong again - but this is what you're bug seems like to me. I think the idea is that the area Vash is in is on the other side of Ludo Kresh's tomb area. In Kreia's dialogue, she says there is a "chamber" beyond that tomb area which can lead the player out - that is where Vash is being held in this mod. Though you are correct, the "chamber" is quite literally a reuse of the very front of the tomb. That could work, it doesn't even need to be AI I think a spliced or a reused dialogue could do what you want. Though that would be up for Leilukin to decide.
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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 pointView File Animated Endar Spire Portholes This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.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 Submitter Dark Hope Submitted 08/17/2025 Category Mods K1R Compatible Yes
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1 point
Version 1.0.0
46 downloads
This mod will replace and update texture files. To Install 1. Download:N_Comm_w_m.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
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1 point
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1 point
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1 pointDoesn't look like it. As far as I can recall, the only human heads I ported were for Kira (doubles as the TOR Jedi Exile with different hair) and Jaesa, and that's not either of them. Doesn't appear to be any of the vanilla K1 or TSL heads though. The hair definitely has that chunky TOR look to it, but having a quick browse through the TOR Community character creator tool I couldn't see it. However, if you look at what I assume is Canderous on the left, you can see he has rounded ears. That's a dead giveaway that it's not a vanilla head, since those all have blocky rectangular ears. My guess is that this is from some sort of "high poly" head mod. Doesn't appear to be a mod that's hosted either here or Nexus that I can see from a quick search though. @Dark Hope: Where does that female head model come from?
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1 pointGoing off of what DeathScepter said, I believe it is a reskin of one of DP’s TOR heads
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1 pointAbsolutely, the Czerka depot is currently waiting for approval Most of the stuff i'll be pulling out along the way will be released as modder's ressource hopefully!
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1 pointRegarding the Tatooine Temple, a neat work around I saw in the edge of darkness mod which reused this module was that the module had a much darker ambient lighting effect around the player, so the area would only get lighter if you walked in that direction. It wasn’t really possible to see the white void beyond because of this. This is in TSL however and idk if this effect would be doable in KOTOR 1 I feel like if this effect can be replicated you might be able to get away with how the outside part of the map looks. I think they were trying to replicate the Dantooine Ruins which you can see has a very vast and spacious detailed area outside of the bounds. It looks like they didn’t even start that part in the cut module. I feel like the biggest problem with the cut temple module is definitely its messed up walk meshes. Some places you need to find just the right spot to go around the hallway. I always thought this could be fixed by just placing junk objects or rakatan ruins objects in the areas that you can’t go on, kind of giving the player a makeshift pathway of sorts. btw beyond restoring the Korriban module, you did a really cool job with even adding a custom transition room to the original module, working door and all! Great stuff btw for your Korriban Ludo Kressh mod, how did you plan to add the TSL version of the cave module to the game? Were you able to essentially remake the rogue students quest and port all the dialogue and scripts from the original cave into the new one with the tomb?
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1 point
Version 1.1
5,001 downloads
A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder. -
1 point
Version 1.1.0
231 downloads
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. SUMMARY: In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often. This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet. After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense. My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power. This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight. All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install. In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party. DETAILS: In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs. Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs. This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have. The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank. Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher. INSTALLATION: To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent. Improved Force Sight - adds Improved Force Sight power Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas Kreia Has Force Sight - gives Kreia the Force Sight power Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation options with separate backup folders. Uninstall in reverse order. To uninstall, remove the following files from override: If present, move dialog.tlk from the backup folder to the main game folder (outside override). Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas. Compatible with and intended to compliment True Sith Assassins & Awareness Restoration. Compatible with Thematic KOTOR 2 Companions. Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last. PERMISSIONS: Please don’t reupload without my permission. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point
Version 1.0.0
1,201 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 7 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 pointUpdate: CSLU Toolkit The CSLU Toolkit is now available for download without any license. As such, I do not believe it is necessary for me to fulfill requests. However, I hope the steps I describe below will prove helpful, and I am available to help troubleshoot problems. I have attached additional scripts for working with the CSLU Toolkit. Download CSLU Toolkit Update: SithCodec I have developed a program which can remove and append the headers for KOTOR audio files. Download SithCodec Apparently, I'm one of only a few individuals who still has access to the CSLU Toolkit, software that can output phonemes based on an audio and text sample. Historically, this has been pretty much the only way to generate LIP files for KOTOR so characters' lips will flap when they talk. LipSynchEditor converts from CLSU's PHN format to the LIP format, but to do that you need the PHNs first... unless you want to make lips manually, but that isn't practical. Unfortunately, the Center for Spoken Language Understanding's servers have been offline for a long time. As such, it's currently impossible for new users to install the software required to generate these PHN files. Only a few veterans like myself still have it installed. And I can't even guarantee I'll have access to it forever. It's currently installed on my old computer, but not on my newer system that I built after the servers were offline. I doubt the computer that does have it will last forever, so it's probably only a matter of time before I lose access to CSLU too. Until then, though, I'm able and willing to generate lips on request. And I've gotten a few requests already. Now, I don't want to make a habit of this and get stuck as the guy who does everybody's lips for them because making lips with the CSLU Toolkit is a long, boring process. What I can do for you, though, is tell you can do for me so I don't have to do all of it for you. If you follow the instructions below and send me all the necessary files, all I have to do is hit a button and send stuff back to you. And I have no problem doing that. CSLU requires three things: 1) audio of everything you want to create a lip saved as an individual mono WAV files; 2) a text file accompanying each audio file that contains the words spoken in that line of dialogue; 3) a master list matching each audio file to each text file so it knows what to process. First, you need your VO files in the mono WAV format that the CSLU Toolkit wants. If your VO is new, you merely have to make sure to save it in this format. If you're working with VO from the game, you'll need to convert it first. The game VO files are generally MP3 files with extra bytes added at the start of the file to confuse us. Stripping this header will restore them to regular MP3 files. This can be done with a batch script and you can read up on that here. That will make them MP3, but they still need to be converted to WAV. Any old audio converter can do this. Freemake Audio Converter is one I use for Windows. Alternatively, you can use the Miles Sound Tools to play and convert the VO directly from the original game format to mono WAV. Next, you need to write out all the words spoken in every line and save them as text files. I typically name the text files the same as the audio files. You then need a list of all your audio and text files. This is the most tedious part of the process, but fortunately I've attached batch scripts below to make this easier. text.bat will create blank text files for each audio file. You still have to type the dialogue into them, but at least you won't have to worry about the file names. list.bat will create the master list. It will search for every WAV file and create a line in the list for each one, saving all this as lips.txt. My script assumes each text file is named the same as each audio file, so if you want to use this script, that's required. Send me: 1) all your mono WAV files; 2) all your transcribed text files; 3) your master list of everything to process. Once I have all of those, I can run CSLU's script to generate PHNs and send them along. I can also batch convert to LIP if you want, because that isn't nearly as big a deal as all the above. If you want me to make lips files for you, post a comment below with the necessary files attached or linked, and I'll get to work. Lip Batch Scripts.zip MakePHN.zip
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1 pointOK so here's another comparison, this time with the star map timing adjusted and with the (re)addition of the vanilla lighting, as requested by @Sith Holocron. Although I did tweak the light in the first room to switch it from the original yellow colour to the blue of the light in the star map room. I've since made a minor FoV tweak to the last shot (from 11° to 12°) which hopefully should bring every shot to parity - or as close as I can make it - with the original. I think the only remaining changes are to open the door leading to the room where you encounter the droid (and Nemo's corpse), and delete the flag placeable in the computer room just visible off in the background of the close-up on Malak's face. Strangely the lights fixed the issue with the shading around Malak's eye sockets, which was a nice bonus. The only thing remaining that really bugs me now is the desync between the star map opening and the sound effect for it. This is present in the original video, so it's a problem with the audio track. I'm guessing they must have made a late adjustment to the animation after they had already finalised the audio. Or maybe it was just a mistake. Not sure what can be done to fix it. We could overlay a duplicate of the map opening SFX, but then you'd get a weird duplicate/echo thing going on. Maybe that back end of the audio track could be adjusted/stretched? That might screw up the music though. I guess I can try playing around with it.
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1 pointLip Syncing (the easy way) This tutorial will show you how to make custom Lip Synching with custom Voice Overs without the need for complicated Mod Prefixes etc. I advise you read through the installation of the CSLU Toolkit below before visiting the site. Tools you will need -Microphone / Voice Actor -Audacity - http://audacity.sourceforge.net/ -Lip Synch Editor - http://www.starwarsknights.com/tools.php#de -CSLU Toolkit - DropBox Link -DLGEditor - http://www.starwarsknights.com/tools.php#de -Notepad Installations Download the Audacity Installer and install Download the ZIP file containing the LipSynchEditor and unzip it. The CSLU Toolkit provides some extra work to install. Visit the above link and enter your email and you will be sent a download link. Download the installer and run it. Select Typical Install and accept the default options. Then go and get a cup of tea while you wait for it to download and extract. Download the ZIP file containing the DLGEditor and unzip it. Notepad comes with windows. Writing Dialogue For writing dialogue here is an excellent tutorial https://web.archive.org/web/20150925104635/http://www.lucasforums.com/showthread.php?t=180845 Although we will be focussing on two specific things which will be covered later. Make sure you have all of your dialogue written out and then take each individual line and put it in a text file. You can name it whatever you like but I normally use the NPC tag and then a 2 digit number e.g. Hello, How are you today? - commoner01.txt I'm fine thank you - commoner02.txt It just helps distinguish between files. Recording Now plug in your microphone and start up Audacity. Hold the microphone to your mouth and then press the record button and say the first line. You may find it is too quiet and that you need to use the Amplify Effect in the Effects Menu. Then use the drop down menu on the audio channel and select Mono. Then select File, Export and save it as the same name as the corresponding line in the text file for example commoner01.wav would be the sound file for Hello, How are you today? - commoner01.txt Record every line individually and put them in a folder with the .txt files. Make sure that there is no punctuation other than full stops, commas, question marks and exclamation marks as this is all it supports. Lip Synching To acheive custom lip synching you need to use the CSLU Toolkit to create a .phn file that can be read by the LipSynchEditor. To do this open Notepad and type the name of your wav file, followed by a space and the name of your text file. Continue this on the next line for each sound and text file. For example commoner01.wav commoner01.txt commoner02.wav commoner02.txt commoner03.wav commoner03.txt and this can be continued on. Save this as list.txt Next go into the LipSynchEditor folder you extracted earlier, then into Extras and then into Importing. There should be a file named makephn.tcl in there. This will need to be in the same folder as your voice overs, your text files with the words and your list file The next step is slightly different depending on your operating system. Windows XP: Click on Start -> Run and type "cmd" (minus the quotes) and hit enter. Vista/7: Click on the Windows Logo and run a search for "cmd"(minus the quotes) and click on the result that says either cmd or command. (I can't remember which it is as I have XP) You will now need to use some commands to navigate to the directory in which you saved all your files and the makephn.tcl script. The three commands are: dir - lists the contents of the current directory. cd *name of directory* - moves into the *name of directory* cd.. - Moves to the previous directory. For example I made the directory on my desktop and my default start location is C:\Documents and Settings\Tim So I would need to use the command dir cd Desktop cd Voice Overs The dir command is not necessary it just helps to find the names of some folders. You will then need to run the script makephn.tcl that you put in that folder and put list.txt after it. For example: makephn.tcl list.txt would be all you need to type. It will then think about for a bit and then if it is successful it will pop up with a little box that has nothing in. This means it is done and you can close it. If it comes up with an error double check that your sound file is MONO and that there is no excess punctuation in your text files. If you now check your folder there should be a lot of .phn files which are what we need hurrah. Now start up the Lip Synch Editor and click File, Import Phn. Hold down Control and select all of your phn files. This should come up Then click File, Save All and save your .lip files. Now open DLGEditor and click on one of your lines and find the VO_ResRef field. In here type the name of your .lip file without the .lip bit. Then tick the box that says sound exists. You will now need to put the .lip file in the .MOD for the module or in a seperate .MOD for voice overs it doesn't really matter. Then the .WAV needs to go into the StreamWaves Folder for K1 or StreamVoice for K2, NOT INSIDE ANY FOLDERS. HUZZAH you are done. It will work. Hope this works. Any questions, I will endeavour to answer them. If I missed anything or it doesn't make sense then please tell me and i will correct it. Thanks for reading. TB12