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Version 1.1
34 downloads
[TSL] Immersive TSL Maps AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 UPDATED RELEASE: 15 AUG 2026 GAMES: Star Wars Knights of the Old Republic II Description: This will be a longer description. Buckle up. I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it. Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.) While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point. Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.) Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about. Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project. I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well. My Workflow: For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod. I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone. To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome? Installation: If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder. Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the files you’ve added in Installation instructions. Changelog: 1.1: Updated the 401DXN (Dxun - Jungle Landing) map. The Ebon Hawk and crashed freighter have been replaced on the map. Thanks: N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback. P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps.5 points -
Version 1.0.0
23 downloads
Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset5 points -
Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!3 points
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Version 1.0.0
94 downloads
Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibration and motion blur effects were added to the blades. 6 Vibroblades Vibroblade - g_w_vbroshort01 Krath Blood Blade - g_w_vbroshort02 Echani Vibroblade - g_w_vbroshort03 Sanasiki's Blade - g_w_vbroshort04 g_w_vbroshort05 g_w_vbroshort06 g_w_vbroshort07 Mission's Vibroblade - g_w_vbroshort08 Prototype Vibroblade - g_w_vbroshort09 7 Vibroswords VibroSword - g_w_vbroswrd01 Krath Dire Sword - g_w_vbroswrd02 Sith Tremor Sword - g_w_vbroswrd03 Echani Foil - g_w_vbroswrd04 Bacca's Ceremonial Blade - g_w_vbroswrd05 g_w_vbroswrd06 g_w_vbroswrd07 g_w_vbroswrd08 Baragwin Assault Blade - g1_w_vbroswrd01 GenoHaradan Poison Blade - geno_blade 4 Vibro Double- Blades Vibro Double-Blade - g_w_vbrdblswd01 Sith War Sword - g_w_vbrdblswd02 (not used)Echani Double-Brand - g_w_vbrdblswd03 Yusanis' Brand - g_w_vbrdblswd04 g_w_vbrdblswd05 g_w_vbrdblswd06 g_w_vbrdblswd07 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender3 points -
project is built on Stormie97 and Effix’s Ahsoka/Togruta mod, and full credit for the original work belongs to them. I took that foundation and added a bit. Ahsoka has been reshaded and given additional visual progression tied to alignment, along with a number of additions intended to make the character feel like a character that belongs into KOTOR. ITEMS: Two sets of Wayfarer Robes have been added as in-game items. I havent reshaded the blue knight robe because i havent figured out a good color scheme yet but the advanced wayfarer robe is reshaded as a lived in white intended for a later stage of the playthrough. They are meant to be found, used, and grown into naturally as the game progresses and not as overpowered equipment. Two white lightsaber crystals have also been integrated into the game, one is found in the Krayt Dragon hoard. Another is available through Yavin. They carry no special bonuses. purpose is simply to produce white blades. Nothing here is meant to bypass KOTOR’s progression or turn the character into something mechanically excessive. intent is to integrate an Ahsoka-style experience into the existing game as cleanly as possible: visual progression, equipment progression, and items placed within the world rather than simply handed to the player. Some placement and progression details may still change. The project will be released when I consider it finished. Again, credit to Stormie97 and Effix for the original Ahsoka/Togruta mod that provided the foundation.2 points
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Version 1.0.1
27 downloads
Expands the mechanics of training your Jedi companions in TSLRCM. SUMMARY TSLRCM adds the ability to teach your Jedi party members a select few powers, feats, and forms. It’s a cool concept that adds to the feeling of training your companions, but it was never very fleshed out. As is, there’s a very limited pool of abilities to teach, no real player choice in what to teach, and no depiction of the training aside from a fade to black. This isn’t a fault of the TSLRCM team, there just wasn’t much to restore. The mod aims to expand the whole training mechanic to make it more interesting and immersive. Summary of the main changes of this mod: - You can now choose which abilities to teach your companions. - The pool of teachable powers, feats and forms has been significantly expanded. - Every teachable ability now includes a brief cutscene depicting the training. - Party members can learn 1 power or feat and 1 form at a time and must level up before learning more. - Different prestige classes can teach different abilities. JM/SL can teach a wider selection of powers, JWM/SM can teach more combat feats, and JW/SA can teach a mix of both. - Handmaiden and Disciple can now be trained like other Jedi companions. DETAILS INSTALLATION TSLRCM required. Ensure TSLRCM is installed first before installing this mod. To install, run HoloPatcher.exe. Select the main install option and run. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. If you have PartySwap installed, run the included compatibility patch. Ensure both PartySwap and the main mod have been installed first before installing this patch. UNINSTALLATION Remove the following files from override: If any files were created inside the backup folder, move them to override. COMPATIBILITY Incompatible with any mods that hard overwrite the dlg files for Atton, Bao-Dur, Disciple, Handmaiden, Mira, or Visas. Compatible with PartySwap by Darth Tyren & Leilukin using the included compatibility patch. Compatible with Visas Marr and Female Exile Romance by Leilukin. The following mods appear compatible but have not been extensively tested: Handmaiden and Female Exile - Disciple and Male Exile Romance by Leilukin Atton Rand and Male Exile Romance by Leilukin Not compatible with Mira Romance Mod by JediArchivist. Soft conflict with Train the Handmaiden by jc2 as this mod also allows training Handmaiden. BUGS Minor bug where Handmaiden doesn’t restart her idle animation after learning Burst of Speed, for some reason. Talking to her fixes it. No other bugs that I’m aware of. Please report any. PERMISSIONS You are free to use and edit this mod’s dlg files if needed to make a compatibility patch for another mod. However, please ask permission before reuploading or modifying the files for any other reason. Do not reupload any files from the PartySwap patch without permission from the author. CREDITS offthegridmorty zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet & contributors - TSLRCM dlg files DarthTyren, Leilukin - PartySwap dlg files HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 AniCam - JdNoa Reone Toolkit Lip Composer - seedhartha Holocron Toolset - Cortisol, th3w1zard12 points -
Some more corrections have been made. Version 5.4 has just been uploaded.2 points
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Version 1.0.1
4 downloads
Repair Gloves Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.RepairGloves HK-47's quest line requires an extremely high Repair rank to complete, and must be completed before you start the Leviathan arc. With the worst possible build (Soldier/Guardian, minimal Intelligence, no Force Valor or Gearhead feats), it's impossible to get a high enough Repair rank before level 15, which I consider the ideal level for doing Leviathan. To fix this, Karal Kaar on Dantooine now sells a pair of gloves that provide the necessary bonus to Repair. Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify Karal Kaar's inventory on Dantooine. Any mods that modify the same may not be compatible. This mod is compatible with K1R and K1CP. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.2 points -
2 points
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Version 1.0.0
88 downloads
KOTOR 1 engine fixes — grass rendering, two crashes, and game speed Hey all. I've been poking at swkotor.exe for a while and ended up finding a handful of engine bugs worth sharing. The patches are now merged into the KotOR Patch Manager, so they're available to anyone. Quick note on me: I'm not a reverse engineering person by trade, I'm a student. Most of this came from trial and error — build a patched exe, play it, watch it break, go back and try again. All the function names I was working from come from Lane's KOTOR 1 reverse engineering project, and without those this would have been impossible. The grass one If you've ever turned Grass off in the graphics options because it looked like this — long streaks and beams flying across the sky, especially on Dantooine — that was a bug, not your hardware. RenderGrassPolys draws grass through one of three code paths depending on what your graphics driver supports. Two of those three hand OpenGL the wrong pointer: instead of the buffer holding the grass blade positions, they pass the address of a field that's never filled in. So the game reads whatever happens to be sitting in memory there and treats it as the coordinates of the grass. Hence the streaks. The third path — the one used when your driver reports GL_ATI_fragment_shader — does it correctly. That's why this was never widely reported: plenty of setups take the good path and never see a problem. If your machine takes one of the others, grass has been broken for you this whole time. In at least one case it was because KOTOR 1 was running on integrated graphics rather than the dedicated GPU. Lane confirmed this independently by forcing his own game down the broken path and reproducing it exactly. There were two more issues in the same function: a memory leak of OpenGL state that broke lighting on things drawn after grass, and a double free of the grass buffer that was corrupting the heap. Both fixed. The crashes Two 0xC0000005 crashes, both from the same underlying problem. The renderer keeps three lists sized for exactly 5000 textures and looks things up in them using the ID number the graphics driver assigns. Those numbers keep climbing as you change areas — the driver doesn't reuse them — so after enough loading the game indexes past the end of the list and writes into memory that isn't its own. More likely on heavily modded installs. Both spots are now bounds-checked. Worth being clear: this stops the crash, it doesn't raise the 5000 limit. Textures past that point are skipped instead of drawn. A proper fix is possible but needs more work. Game speed KOTOR ties simulation speed to framerate, so on a modern machine it runs fast. The engine already contains a frame limiter, but the value that switches it on defaults to zero, so it never runs. Setting it makes the game pace itself using its own code — no driver cap or 60Hz monitor mode needed. This is also why the post-combat movement freeze gets rarer with a cap. The direct fix for that is J's Post-Combat Movement Fix, separately available in KPM. How to get it Through the KotOR Patch Manager (recommended) — three patches, now merged upstream: Texture Bucket Memory Safety — the two crash fixes Grass Buffer Double Free Grass Rendering Fix KPM injects at runtime, so your executable isn't modified and you can turn individual fixes on and off. Or a standalone script if you'd rather patch the exe directly — it also includes the frame cap and the 4GB flag, writes a backup first, and has a --revert that restores the original bytes exactly. Link in my signature. Either way: this needs the KOTOR Editable Executable from here on DeadlyStream if you're on Steam, since the shipped exe is encrypted. GOG's is usually fine already. The script checks and refuses anything it doesn't recognise. Turn Grass back on once it's applied. That's the point. Compatibility No game content is touched, only the executable — so Community Patch, mod builds, texture packs and so on are all unaffected. Widescreen (UniWS) and the HR menu patch are fine too; apply those first and this last. Tested on the standard PC v1.03 / editable-exe layout with a ~180 mod build (the Spoiler-Free build from the neocities guide) on AMD hardware. Should apply to GOG as well — that build is the same apart from a signature — but I haven't tested it there myself. Credits Lane's KOTOR 1 (GoG) reverse engineering work supplied every function name I used. Finding a bug in RenderGrassPolys is only possible once something tells you that's what the function is called. He also reviewed the patches and caught two real mistakes in my first attempt — one of which was silently breaking shadows. Synchro is working on a much broader fix in the same area, porting the old ATI-specific shader paths to modern ARB equivalents, which fixes cubemaps, bump maps and more besides. Worth watching — it addresses the root of why so much of this game renders oddly on current hardware. Thanks also to J, Vriff and JC in the OpenKotOR Discord for the testing and the sanity checks. Happy to answer questions. If you've had grass turned off for years, give it a try. kotor_patch.py2 points -
Version 1.0
5 downloads
Fixes an overflow in Kudos's Pazaak progression counter on Tatooine. After the player's 128th win against Kudos, tat_fazzpazzstate overflows to -128. While the counter remains negative, Kudos is effectively stuck in his novice state for the next 128 wins, reverting to his initial dialogue branch, tier-1 deck and stake. Once the counter wraps back to 0, his normal progression starts over from the beginning. This mod caps the counter at its final meaningful state once Kudos's normal progression is complete. It also restores overflowed negative values to that final state the next time the reset script runs. Normal progression through the first ten wins is unchanged. Installation instructions Copy: k_ptat_paz_rese2.ncs into your game's Override folder. To uninstall, remove k_ptat_paz_rese2.ncs from the Override folder. Main features Prevents tat_fazzpazzstate from overflowing after 128 wins. Preserves Kudos's normal progression through the first ten wins. Freezes the counter at its final meaningful state once progression is complete. Automatically repairs already-overflowed negative counter values when the script next runs. Does not alter Kudos's Pazaak decks, wagers, rewards or game balance. Compatibility Compatible with vanilla KotOR, K1R and K1CP. The mod does not alter Pazaak decks, wagers or rewards. It may conflict with another mod that modifies k_ptat_paz_rese2.ncs or deliberately extends tat_fazzpazzstate beyond its vanilla progression. Tested with tat_fazzpazzstate already overflowed: one final 75-credit game occurred, after which the variable was restored to 10 and subsequent games returned to the permanent high-tier state. The original bug can be reproduced by playing 128+ games against Kudos or by manipulating tat_fazzpazzstate with KotOR Savegame Editor. Discovered during an apparently unreasonable amount of legitimate Pazaak grinding. Notes Already-overflowed saves: If the counter has already overflowed, one final 75-credit game may occur before the fix takes effect. After that game, the counter is restored to 10 and subsequent games return to Kudos's permanent high-tier deck state. Vanilla note: In the unmodded PC game, Kudos's permanent high-tier wager is only 50 credits, while his overflowed novice-state wager is 75. As a result, the original overflow can actually be advantageous for credit grinding in vanilla. This fix restores the intended permanent high-tier behavior regardless of wager values and is therefore most beneficial with K1CP (which increases the late-game stake to 500) or other mods that increase Kudos's late-game stake.2 points -
Version 1.8.6
353,121 downloads
Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet Contact: PM us at Deadlystream Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6 1. Description: ---------- Welcome. Thank you for downloading and installing TSLRCM 1.8.6. This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL. Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be... Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources. http://deadlystream.com/forum/ http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet. http://deadlystream.com/forum/forum/4-tslrcm/ 2. Installation: ---------- 1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6. (Steam and GOG users, skip to point 4) 2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed! 3. If desired, apply the high quality music and/or movie patches 4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues. CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation. Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\ Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\ GOG default: C:\GOG Games\Star Wars - KotOR2 5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful. PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)! 7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme. ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T! * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect. A fresh new game is always the best option for the least amount of issues. 3.0 Changelist 1.8.5 Updated - 1.8.6 ---------- * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk 3.1 Changelist 1.8.4 Updated - 1.8.5 ---------- * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions) * Resolved some AR_Error generation with easter egg background and robes. * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped. * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size. * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices) * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line. * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any). * Fixed graphical glitches in cutscenes using widescreen resolutions. * Atris/Kreia convo intro improved as per gameplay developer comments * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch) * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable) * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion. * Force Persuading Terlyn will no longer require persuasion skill to succeed. * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene. * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure. * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1. * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line. * Malachor Core: Fixed Kreia repeated line by actually intended line. * Touched up Visquis call cutscene. (thanks to Danil_ch) * Fixed several missing awareness and persuasion checks. * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine. 3.2 Changelist 1.8.3B - 1.8.4 ---------- * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy! * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue * Slightly modified pre-Malachor cutscene * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47 * Fixed Remote "complaining" sound sticking around when it should not * Fixed 2 civilians who were lacking their animations in the Telos Cantina * Benoks goons will now always properly leave the cantina * Various fixes for the Telos Academy: ** Fixed some unskippable lines during intro-dialogue ** Fixed inproper fadeout during intro that showed character jump ** Modified Atris entrance ** Fixed a few issues with handmaidens removing PC ** Modified Atris exit * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!) * Modified JJT Tunnel sequences if Mira joins the party * Fixed issue with leftover enemy in arena during ending cutscenes * Various fixes with the Mandalorian Battle Ring: ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases * Added missing animation at start of Disciple cutscene (to match Visas scene) * Slightly improved Disciple warning Admiral cutscene * Added missing "lipsync" (eye flashing) for HK-Factory * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck. * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia. * Fixed Peragus Medical Officer speaking the station warning using the Workshop download. * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia. * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version. * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb. * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them. * Added eye-flashing of HK's to all HK-50 encounters. * Fixed infinite lightside and Atton influence exploit in the Telos Academy. * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game. Additional fixes thanks to Danil-ch; * Wrong Atton animation fix post-Peragus cutscene * Fixed too fast walking Sion on Peragus and Malachor * Improved Handmaiden vs. sisters intro-cutscene * Fixed animation issue with Atris using Force Lightning on Handmaiden 3.3 Changelist 1.8.3 - 1.8.3B ---------- * Additional restored lines for Kreia-Atris cutscene. * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker. * Telos Swoopracing; Traininglap persuasioncheck no longer automatically succeeds. Fixed trainingrun-dialogue not being properly triggered. Fixed several issues with 'improved' or 'deproved' time recognition. * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad). * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin) * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin) * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race. * Missing VO addded to installer. * Fixed the "forfeit" Swooprace-bug. * Added proper camerapoints to modified tutorial dialogues. * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch) * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch) * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading. * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it. * Modified Mira technique teaching slightly. 3.4 Changelist 1.8.2 - 1.8.3 ---------- Not all fixes are listed here (for size and many misc. small changes were made). Check here; http://deadlystream.com/forum/topic/2146-183-preview/?p=25588 for more (but not all) fixes from 1.8.2 to 1.8.3. General - Ebon Hawk; * Several more typo fixes in the dialog.tlk * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon) * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed. * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP). * Restored addition HK-47 lines. * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus). * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro. * Added Atton pazaak scene. * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch) * Extra camera points post-Peragus cutscene. * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced. * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now. * Added a missing Mandalore VO. * Improved quality Kaevee VO. (thanks to danil-ch) * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime) * Fixed issue with Rubat crystals dissapearing from lightsabers. * Fixed Crush sound effect. * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given. * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table. * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch). * Visas' lightsaber will no longer be sometimes invisible during training. * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. Peragus - Telos: * Fixed droids not skittering properly in 102PER * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too. * Fixed Harbinger missing if reloading a save after it docked. * Fixed protocol droid with quest update being repaired during and after convo. * Fixed utility droids re-activating if talked to and reloading a savegame. * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith. * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle. * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile. * Handmaiden will lower her hood when loading the module from a savegame. * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result. * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile. * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them) * Some aestetical improvements to the cutscenes in the endgame of the Academy. * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "Exchange" quest update in 3 different instances. * Bumani Corp Gammorean use proper dialogue line now. * Hidden academy camera changes to show force field. * TSF will no longer assist you in killing the Sullustan. Nar Shaddaa: * Swoop Droid no longer sounds like Kinrath. * Extended attack of the Serroco. * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail. * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy. * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line. * During Mira or Hanharr's escape an actual alarm now sounds. * Reinforcements at the JJT are no longer deleted after the cutscene deploying them. * JJT Map back popup dialogue fixed. * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers. * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set. * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once. * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. * Kreia Premonition cutscene added (thanks to Danil-ch) Dxun and Onderon: * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader. * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426). * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes ) * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that. * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly. Dantooine: * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one. * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine). * Fixed issue with restored Vrook line not turning him hostile properly in the cave. * Fixed infinite Kinrath crystal spawn bug. * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk). * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch). * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way. * Mandalore can no longer run away from his solo-fight. Ravager and Malachor: * Modified broken soundsets. * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene. * Modified Mandalore-takedown. * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can). * Made the fade-in node unskippable since you could, and never make the fade-in. * Expanded the kneel and get drained a bit, instead of it instantly leading to combat. * There's no long pause after killing Visas. * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen. * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying. * Changed Mira camera angle during her lift. * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor. * Light side players will no longer throw the endboss down the core of Malachor. 3.5 Changelist 1.8.1 - 1.8.2 ---------- (all included mods are used with permission!) * Includes 301NAR Txi fix by JCarter426 ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks. * Includes Zez-Kai Ell Revan Overlook fix by danil-ch ** Because, apparently, we overlooked one. Splicing was done well too. * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1. * A few addition grammar fixes. * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal. * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it) * The workbench will now use the skill of the user, instead of the PC when dismantling items for components. * Updated modulesave.2da. * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this). * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update. * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis. * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon). * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it. * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine. * Telos surface; Added lipsync to one of Atton's line since it was missing. * Updated Vash bodies' lightsaber drop. *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes; * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats. * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate. (thanks to BarnzyBobble for his assistance in testing if it worked properly) 3.6 Changelist 1.8 - 1.8.1 ---------- * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question. NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly. * Includese Inverted Droid Feat Gain by Hassat Hunter. ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less. * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable. * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible. * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party. * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected. * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!) * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk. * Corrected small issues with Malachor loading screen story hints, like the first being completely blank. * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated. * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn) English version; * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies". * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht. * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian." * Fixed map note in the HK factory missing it's description. * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr. 4. Mod Compatibility: ---------- The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5 * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton). * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM! Mods requiring compatibility patches (check deadlystream for comp patches): * Handmaiden Choice for Females by Stoffe (AKA RevanAnt) * Admirality Mod by Jinger (AKA Kreia) * M4-78 by Stoney - Use M4-78EP instead! * Slender Female Bodies The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5! This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/. * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7 * TSL Un-Restored Content (TSL:URC) by Zbyl2 * Ravager Rewrite 2.0 by Zbyl2 * Peragus-Harbringer-Prologue Correction Mod by Ulic * Trayus Academy Clothing Fix by SithRevan * Dark Apprentice Holowan Consortium * Lonna Vash Mod by Sikon * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin * Nar Shaddaa Hidden Complex by FrantFire * Get your lightsaber back from Atris by Lit Ridl * Darth Sion vs Master Vash by zbyl2 * Khoonda Lost rooms by Darth_Tartarus * 90SK's SUPER Content Mod * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric * Telos Polar Sidequest * GenoHaradan 0.9 beta by Exile007 * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex * HOTOR 1.6 by Qui Don Jorn * Kreia's Assorted Robe Collection * Trailer Force Crush Sound by Don Kain * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!) 5. FAQ / KNOWN ISSUES --------- Q. I am having technical issues with The Sith Lords! A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need. Q. How do I know TSLRCM is installed? The main screen is unchanged. A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4). Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it. A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix; In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory. Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy. Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them. A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight. Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module... Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load. A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues Q. I cannot spar with the Handmaiden! A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries! Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM. A. TSLRCM 1.8.5 is not USM compatbile. Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads. A. Delete n_darthnihilu001.ntc from your override. Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton. A. Delete p_kreia001.utc from your override. Q. Double Atrises during final confrontation/No dialogue after sisters are defeated. A. Delete the following files from your override, and load a save from before starting the confrontation: a_atrend2.ncs a_atrend3.ncs a_kreatris.ncs a_sisend.ncs n_darthtraya001.utc Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor. A. Delete k_003ebo_enter.ncs from your override. Q. Dialogue fast-forwards/cutscenes without sound. A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again. Q. I have issues with the grass on Dxun/Rebuild Enclave. A. This appears to be an issue with ATI-videocards. Try using the textures found here; http://www.lucasforums.com/showpost.php?p=2824280&postcount=14 Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3? A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty. Q. Does the mod include [x]? A. Please check our semi-complete inclusion list at: http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/ Q. Why did you fix [x], that wasn't a bug, that was a feature. A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game... Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ You can also ask at moddb, but I visit that site less frequent... 6. UNINSTALLATION ---------- Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe. 7. CREDITS: ---------- Major Contributers: * Jinger/Kreia - the Rebuilt enclave and Handmaidens * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa * Savvy30039 - the new animations * SWfan28 - scripting genius of a lot of areas * Pra_Viilon - launcher * Danil-ch - Various fixes and cutscenes * HK-47 & Sith Holocron - VO splicing Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix DrGhent - Lightsaber parts icon fix Darth_shan - Bao-Dur shader fix Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource Darth Insidious - Goto's Yacht Window Fix Danil-ch - Female Revan overlook fix Jcarter426 - TXI-fix Kainzorus Prime - PMHA03 Restoration Voice Acting: * Usagi - Kaevee * Zhaboka - Taris Traveler Beta Testing: * Lord of Hunger * TriggerGod * Pra_Viilon * Garfield * JoewJ * DarthDac Translations: * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French * Alec, Salk, Cair - Italian * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish * Pestilenz, Lex, Ero, Hib – German * Drazgar, Allard – Russian Special thanks to: * Sith Holocron - for his all-time support and VO splicing * Ulic - his inspirational Peragus modification * Markus Ramikin – for some other minor fixes * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream * Darth_Sapiens - Main menu logo 8. DISTRIBUTION NOTES ---------- Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta. Thanks to tk102 for the dlg editor. Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible. Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too! THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. ThESE modS may not be modified or REdistributed without the explicit permission of the authors. Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware™ and the Odyssey Engine are trademarks of Bioware Corp. Obsidian™ is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 20142 points -
Version 1.1.0
4 downloads
Adds playable Sweet, Ryder, and OG Loc to KOTOR 1. Mouths should be weighted for dialogue. Any feedback much appreciated! Special thanks to huckpie for their permission to use the source files from their San Andreas Guitar Hero World Tour mods on Nexus, as I lacked the assets and tools to port the vanilla San Andreas Files into Blender. Go check out their mods on Nexus! Planning on releasing Big Smoke later potentially with voiced lines for the Player character, although right now experiencing some trouble with audio breaking the game at certain points but stay tuned! If not will at the least release the model.2 points -
Version 1.2.1
33,618 downloads
If you update from version 1.0.x to 1.1 make sure to read the special instructions in the read-me! In order to update to 1.1.1 from any previous version, delete all 306nara.wok, 306narb.wok and 306nard.wok from your Override folder. If you had version 1.1 installed there is no need for anything else, otherwise follow the instructions in the read-me. ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: M4-78 Enhancement Project Coruscant - Jedi Temple If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: For installation instructions check the read-me files of the individual downloads. You either have to run an installer or just drop files into your Override folder. For the mod to take full effect you need a savegame where you have not yet left Citadel Station. If you update from version 1.0.x to 1.1 make sure to read the special instructions. I also highly recommend to install the fog fix if you are using the latest Steam patch. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Dxun/Onderon tree model Bioware: Nar Shaddaa traffic models, Coruscant traffic texture, M4-78 buildings creativepack: Additional Nar Shaddaa textures dandelO: grass shader Dantooine and Telos, snow shader Dantooine Flo: Dxun bush model Jorak Uln: Taris window texture Martin Frank: Dxun bush model mhaze: Telos rock/mountain shader Misha Winkler: Grass model Dantooine Obsidian: Telos tree model, Nar Shaddaa textures, Onderon buildings, M4-78 buildings PCWallArt.com: Onderon gold texture proper33: Malachor lightning texture SCIFI3D.com: Coruscant buildings svenniemannie: Additional Coruscant texture Texturify: Additional Nar Shaddaa texture TheBlackHole: M4-78 lava shader Veronica Bush: Dxun bush model VIS-Games: M4-78 excavator model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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.2 points -
If you're referring to the model variation, there are 255 model variations available for each item class. It's possible to add new item types with a different one but otherwise the same properties in most cases if you really need to. I note which ones I use in my readme files and hope there isn't a conflict.2 points
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Version 1.1.0
55 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 18.07.2026 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic! Description: On January 4th 2017 the modder Dark Hope released her HD Twilek female 1 mod which updates the female Twi'lek appearance textures with high quality HD textures. On March 1st 2017 the modder Quanon would then release his Quanons Twilek Outfits mod which added high quality HD dancer outfit textures for the female Twi'leks. With Quanon's mod, the idea is that you would install Dark Hope's textures first and then his mod on top to create a sort of HD hybrid between the two textures. But on January 21st 2023 Dark Hope would go on to update her HD Twilek female 1 mod with new textures that used DarthParametric's K1 Thigh-High Boots For Female Twi'lek Body Modder's Resource. Since both Quanon and Dark Hope have given modders permission to use their mods with proper credit given to them, I have decided to take their Twi'lek textures and make a pack which would allow you to use all three mods at once without having to pick one or the other. Dark Hope's HD Twilek female mod from 2017 will replace the three generic Twi'lek female appearances with HD textures for their outfits and heads. 4 new Twi'lek appearances have been added which use the default Twi'lek heads but use Quanons Twilek Outfits for their outfits. 3 new Twi'lek appearances have been added which use Dark Hope's HD Twilek female mod from 2023 which add new outfit textures with Thigh-High Boots and head textures. With this mod installed, there are now 10 Twi'lek female variations that each use a combination of Quanon's textures, Dark Hope's 2017 textures, and Dark Hope's 2023 textures. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me. Incompatibilities: Incompatible with DarthParametric's K1 Thigh-High Boots For Female Twi'lek Body Modder's Resource (it is also included in the mod). KotOR 1 Twi'lek Female NPC Diversity must be installed AFTER the Quanon & Dark Hope Twi'lek Pack. Lyn Sekla "Legends" must be installed AFTER the Quanon & Dark Hope Twi'lek Pack. [K1] Janice Nall "Legends" and the Incomplete Droids must be installed AFTER the Quanon & Dark Hope Twi'lek Pack. Galaxy of Faces must be installed AFTER the Quanon & Dark Hope Twi'lek Pack. The NPC Diversity Pack must be installed BEFORE the Quanon & Dark Hope Twi'lek Pack. Please report any further incompatibilities! Permissions: As both Quanon and Dark Hope have given their permission for modder's to use their work, you can use assets from this mod as long as you give credit to the original authors. Thanks to: Dark Hope: For creating the 2017 and 2023 versions of the HD Twilek female 1 mod! Quanon: For creating Quanons Twilek Outfits! DarkParametric: For both making K1 Thigh-High Boots For Female Twi'lek Body and making it a modder's resource! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Cortisol: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.2 points -
2 points
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If your preferred Taris reskin mod has the file "LTS_lodor03.tga" or "LTS_lodor03.tpc" in it then the cut door in Davik's Estate shall be replaced. How do these look? If anyone would like to take a crack at reskinning these doors, just look for the texture LTS_lodor03 in the game files and work your way from there. As Salk has said, this mod isn't K1R - K1R has been abandoned for a decade now. This WIP thread is for the Restored Content for K1 Community Patch mod, the RC-K1CP mod.2 points
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Version 1.01
27 downloads
This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls for KOTOR 2. A jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but the are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, icons were created by Effix. Feel free to use these modders resources in your projects if you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obisdian Entertainment/LucasFilm/Disney.2 points -
PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.2 points
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PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.2 points
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Version 5.4
81,603 downloads
In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!2 points -
Version 1.1.1
20 downloads
This mod adds a fully selectable male player head inspired by Keanu Reeves to Star Wars: Knights of the Old Republic. FEATURES • Custom high-detail head model with corrected in-game UVs and opaque 2048x2048 textures. • Neutral, light-side, and progressive dark-side head textures that change with alignment. • Matching alignment-aware cinematic portraits for character creation, the party interface, and the HUD. • KOTOR I-native facial animation support: blinking, eye movement, lip sync/phonemes, and expressions. • Rebuilt mouth articulation that opens through the natural upper/lower lip gap. • Repositioned teeth and a fully enclosed, dark oral cavity that prevents see-through gaps from frontal, oblique, side, and reclined camera angles. • Corrected neck and jaw shading across the welded source-model boundary. • Long hair configured for KOTOR I's native danglymesh simulation. • Merge-safe TSLPatcher installation for heads.2da, appearance.2da, and portraits.2da, including the installer info document. • No executable patch is required. INSTALLATION 1. Extract the archive outside your game folder. 2. Close KOTOR I. 3. Run TSLPatcher.exe and select the folder containing swkotor.exe if asked. 4. Start a new game and select the new portrait during male character creation. Install after major restoration or community-patch packages. Do not copy the tslpatchdata folder directly into Override. See the included README for complete compatibility and uninstall information. COMPATIBILITY This release is for KOTOR I only. It uses TSLPatcher and unique resource names, and is designed to coexist with K1R and other merge-safe mods. Install this mod after K1R or other large content packages. CREDITS • ShaolinGhost — concept, source asset, direction, testing, and release. • Ghost Studio — KOTOR head conversion, facial rigging, native-hair setup, packaging, and verification workflow. • BioWare and LucasArts — KOTOR I and its original PMHA04 animation/rig foundation. • Stoffe — TSLPatcher. PERMISSIONS You may make personal edits. Do not re-upload, redistribute, or include this mod in another public release without ShaolinGhost's permission. DeadlyStream staff retain the maintenance rights described in the site's upload terms. DISCLAIMER This is a non-commercial fan modification. It is not affiliated with or endorsed by Keanu Reeves, Lucasfilm, Disney, Electronic Arts, BioWare, or any other rights holder. Use at your own risk and keep backups of modded files. Version: 1.1.1 Game: Knights of the Old Republic Contains ported content from another game: No1 point -
Version 1.0.0
27 downloads
Turn off grass. For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky. This patch fixes that, and quite a lot else. KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right. This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them. If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill. What you get back Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Requirements KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs. It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager. Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility Settings, if you ever need them You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change. The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other. Tested on AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases. If something looks wrong `logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful. Thanks @Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for. LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.1 point -
@offthegridmorty Just like vault13deathclaw has said, both the Handmaiden and the Disciple have fully voiced VO for the training sections. The file names are as follows: GBLDISCIPLE365 GBLDISCIPLE366 GBLDISCIPLE480 GBLDISCIPLE481 GBLDISCIPLE482 GBLDISCIPLE483 GBLDISCIPLE484 GBLDISCIPLE485 GBLDISCIPLE486 GBLDISCIPLE487 GBLHANDMAIDEN411 GBLHANDMAIDEN412 GBLHANDMAIDEN413 GBLHANDMAIDEN4141 point
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Version 1.0.0
16 downloads
The mod replaces the PFHB02 model and textures. Thanks to DarthParametric, without him this mod would not have seen the light of day. To Install 1. Download: PFHB02 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 -
1 point
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To clarify what I mean here I said that Darth Nihilus in my weird head-canon/fanfic was originally Mandalore the Ultimate BEFORE he became Darth Nihilus, the leader of the Mandos that started the Mandalorian Wars, and I am trying to apply logic to that. As for your idea though, I always wondered if Nihilus can and have lived on in his mask and possess people like Momin, (the Sith you mentioned), from the New Canon, or if there is something else going on. There is a Tabletop book called "Unknown Regions" and one of its mini-adventures is called the "Mask of Darth Nihilus". In that mini-adventure, it has interesting lore bits on Nihilus's mask, but it doesn't seem like he outright possesses people, at least from what I have gotten from it, but who knows. Regardless though, this is a headcanon and theory thread so talking about what seems "official" or not is irrelvant to the topic of the post, (especially since Mandalore the Ultimate is for sure not Nihilus in the real KOTOR lore but he is in one of my fanfic/headcanon idea story).1 point
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Version 3.3.7a
301,861 downloads
KotOR Savegame Editor is a Perl/Tk application used in the editing of Star Wars: Knights of the Old Republic savegame files. The following fields are currently editable: - Savegame name - Player name - NPC Name - Appearance (player and party) - Portrait (player and party) - Attributes - Skill Ranks - Equipment (player and party)*** - Feats (add/remove)** - Powers (add/remove)** - Cheats Used flag - Hit Points (current and max*) - Force Points (current and max*) - Experience Points (player and party) - Good/Evil rating - Credits - Time played - Class (see notes below)** - Levels - Current Party - NPCs - Global Booleans - Global Numerics - Gender - Min1HP - Inventory** - Influence (TSL only) - Chemicals (TSL only) - Components (TSL only) - Quests *=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore better to change your Wis/Cha and Con to affect your MFP and MHP. ** Not supported on Xbox Saves, will cause "Damaged Savegame" message. *** See special section for detailed instructions ----------------- Credits ----------------- tk102 for originally creating the KSE. Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater. Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF. ----------------- Before Using KSE ----------------- --------------- Intro to KSE --------------- ------------- Using KSE ------------- --------------------------------------------- Override Folder: Subdirectories NOT supported --------------------------------------------- ----------------------------- Notes About Feats and Powers ----------------------------- ------------------------- Reminder: No Safety Net! ------------------------- ----------------------------------------------- Notes regarding Class-changing/Adding/Removing ----------------------------------------------- -------------------------------- Notes regarding changing levels -------------------------------- ------------------------------- Notes about changing equipment ------------------------------- =============== Known Bugs =============== No saves found (You have Steam KotOR 2 and use cloud saves) ----------------------------------------------------------- Go to your KotOR 2 folder and make a folder called "saves". Inventory Hiccup ------------------ If an item is added to your inventory and it has the same Tag as another item, KSE will generate an error. Getting Stuck During Vision Sequence (KotOR1) ---------------------------------------------- Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence where you should be seeing a "dream" cutscene but instead you're locked up in a room with a "CutStart" object that doesn't do anything. Cause: You have NOT placed the modified .dlg files into your override directory and you have changed your character to a Jedi/Minion/Droid class or you have changed your Gender to something other than Male or Female. Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 ) and place the .dlg files into your Override folder. ============================================== After changing appearance to look like (an NPC), the real NPC has no head! --------------------------------------------------------------- Symptom: You change appearance to look like one of your party NPCs and all is well until you attempt to enter a new area with that NPC. Then the NPC loses its head! Cause: SW:KotOR doesn't like two unique characters appearing together. Fix: From T7Nowhere's post on Holowan Labs-- =============================================================== Equipment Section ------------------ Due to an unknown bug, the Equipment branch might become unusable. The only fix is to restart KSE. ================== Please report bugs to zxcvbnm6012@yahoo.com 11/7/13 - In addition, please report bugs to tristongoucher@gmail.com Thank you. - Fair Strides.1 point -
Hello! I get the following error message when trying to use the Open command from the menu: "Exception in thread AWT-EventQueue-0" My opearating system is Windows 11 and I am using the latest version of DeNCS (1.02). The error happens as soon as I select the command. I don't even get to choose what file I want to open. But funnily enough, I tried again after dropping the file instead and the problem was no longer there. Cheers!1 point
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it shouldn't let you apply this to any exe other than the GOG one. something is definitely wrong Download and try with this older version of KPM: https://github.com/LaneDibello/Kotor-Patch-Manager/releases/tag/0.5.21 point
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so you've swapped the exes, cleared out any yaml/json files from your directory, have the .gui in your override, and are launching with *just* fullpartyselect?1 point
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To be honest, to be as safe as possible, I would recommend you to back up your save files and do a clean reinstallation of KotOR 2, which means you need to not just uninstall the game on Steam, but also manually delete the KotOR 2 game folder as well. If you're subscribing to any Steam Workshop mods, unsubscribe and delete the Steam Workshop folders. Also, install TSLRCM and M4-78EP by running the EXE installers downloaded from Deadly Stream, and do not use any Steam Workshop mods. After you reinstall KotOR 2, back up the fresh swkotor2.exe executable, then install TSLRCM, M4-78EP and PartySwap, try to apply the Full Party Select Patch again. If that doesn't work, uninstall all the patches, try the KotOR 2 EXE converter, and reapply the patch again.1 point
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@NovaPolaris You have not answered this question I asked you: When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully1 point
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@NovaPolaris Which platform are you playing KotOR 2 on: Steam, GOG or somewhere else? When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully? After applying the Full Party Select patch, did you follow through my instructions by putting the partyselect_p.gui file from the "FullPartySelect additional files" folder of KotOR Patch Manager's patch folder into your KotOR 2 game's override folder? Putting the partyselect_p.gui file in your KotOR 2 game's override folder is required to make the changes made by the Full Party Select patch actually show up in game, and allowing you to see and directly select Handmaiden in the party selection screen after Disciple joins your party.1 point
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View File AxC's Mira/Hanharr - Reputation Over Alignment Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 08/05/2026 Category Mods TSLRCM Compatible Yes1 point
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The Rakatan plague was due to the Sith species. The Sith were one of if not the only species able to defeat the Rakata and successfully drive them off their world. It's possible that the plague was either Sith alchemy/sorcery, or maybe some kind of literal bacterial/viral plague that the Sith spread to the survivors who fled Korriban to the rest of the Empire. What I think was that the Dark Side of the Force found a new champion. The Rakatan were monsters, but the Sith species were worse. Once the two abominations clashed for dominance, the Dark Side abandoned the Rakatan and found a new proper species more suitable for its primacy. The Force is alive and had plans for everyone, and its plan for the Rakata was to awaken the Sith to their true potential and purpose. Once the Rakata destroyed King Adas, the Sith species changed their entire outlook and sought universal dominion. The ripples throughout the Force from the Rakata/Sith war overwhelmed the Rakata, the weaker of the two evil species, and their connection to the force was cut. BOSSR inspired this theory. Bogus or not, I like it.1 point
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My guess is somehow your folder has case sensitivity turned on for some reason. I would look to see if you have duplicates in the modules folder of stuff like “204TEL.mod” and “204tel.mod” or something. You need to turn case sensitivity off for that folder, which will likely involve reinstalling the game, or you can run a program like renamer or bulk rename utility to make all the files lowercase then try installing the mod or something. If this is the case, you would also have also somehow have a duplicate global.jrl file in your override, just with different capitalization, along with various 2da files being duplicated.1 point
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@OwlLord That's exactly the issue. Tthe PartySwap item add-on adds the PartySwap item to your inventory when Disciple joins your party on Dantooine, so if you install the add-on only after Disciple has already joined you, the only way to get the PartySwap item is to use cheats or KotOR SaveGame Editor. If you don't want to use either cheats or a save editor, you need to reload a save before Disciple joins you for the mod's item add-on to take effect. In general, when it comes to KotOR mods, It is not advisable to install mods when you're in the middle of your playthrough. It is also not advisable to mix Steam Workshop mods with installer-based mods, especially if you want to use a lot of mods. In case you missed it, the download page of PartySwap has already linked to a post on why Steam Workshop is not recommended for modding KotOR.1 point
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Here you go. I'm not sure if your game being non-English will be a problem after being saved in my English version. Dantooine_Ruins_Door_Fix_xispect.zip Crash? There shouldn't be any crash. What you encountered is a "soft lock". You managed to break the script that triggers the cutscene, leaving you with no way to continue the main quest. I still don't know how people manage to break it, hence why it's not fixed. I can't replicate the problem on my end.1 point
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View File KOTOR1-Engine-Fixes # KOTOR 1 has a built-in frame limiter — BioWare shipped it switched off **TL;DR:** *Star Wars: Knights of the Old Republic* (2003, Odyssey engine) contains a complete busy-wait frame limiter in its main loop. It is controlled by a single `float` in the executable that defaults to `0.0`, which leaves the limiter dormant, so the game free-runs at uncapped framerate. On high-refresh displays this uncapped rate is what causes the long-standing **movement / "stuck after combat turn" freeze** and related timing bugs, which the community has only ever worked around with external FPS caps or by dropping the monitor to 60 Hz. Writing `60.0` (or any target) to that one float **arms the engine's own limiter** — a native, self-contained fix. No injected code, no wrappers, no driver settings. It's a 4-byte data patch. Verified: on a 144 Hz display with all external caps removed, the patched exe holds a hard 60 FPS and the freeze does not occur. --- ## The bug KOTOR's main loop (`WinMain`, `FUN_004041f0` in a Ghidra auto-analysis of the standard PC exe) is a classic `PeekMessage` real-time loop: ``` while (quit_flag == 0) { read timer (game clock) if no pending message: render scene (delta-time based) SwapBuffers (present) ... optional limiter here ... } ``` Gameplay logic — movement, and the combat round/turn state machine — advances by frame **delta-time**. With no frame cap, delta-times on a fast display become tiny and irregular, and the 2003-era state machine mis-steps: the controlled character's action queue stalls until something rebuilds it (switching party member, or a save/load clears it). That is the freeze players have reported for 20 years. ## The dormant limiter Immediately after `SwapBuffers`, the loop contains this (Ghidra decompilation, lightly annotated): ```c if (DAT_007a3c58 != 0) // a separate, also-off coarse limiter Sleep(DAT_0078d1e8); if (0.0f < cap) { // cap = _DAT_007a3c64 (the frame-cap float) target = 1000.0f / cap; // target frame time // measure elapsed since frame start, then: if (elapsed < target) { do { // busy-spin: re-read the game timer } while (elapsed < target); // hold the frame until target reached } } ``` With real constant values read from the binary: | Symbol | RVA | Value | Meaning | |-------------------|-----------|----------|----------------------------------| | `_DAT_007a3c64` | `0x7a3c64` | **0.0** | frame cap (FPS). **This is it.** | | numerator const | `0x73d6fc` | 1000.0 | `target_ms = 1000.0 / cap` | | zero const | `0x73d700` | 0.0 | used in the `0.0 < cap` gate | | timer scale const | `0x73d708` | 0.001 | raw timer -> milliseconds | The gate is literally **"if cap > 0, limit the frame."** With `cap = 60`, the loop busy-waits until each frame has taken `1000/60 ≈ 16.67 ms`, i.e. it caps at 60 FPS. This is the *same* formula the engine uses elsewhere — the movie-playback path caps to 30 with it — so the mechanism is proven, not speculative. ## Why it's off `_DAT_007a3c64` starts at `0.0`. The **only** code that writes it is a render-setup function (`FUN_004c5880`), and that write is guarded: ```c if (DAT_00832904 != 0) { ... _DAT_007a3c64 = (float)DAT_00832904; // arm the cap } ``` `DAT_00832904` lives in **BSS** — zero-initialized, and it has **no writer anywhere in the binary** (it's a config variable exposed by address, never set by default). So the guard is never true, the cap value is never assigned, and `_DAT_007a3c64` stays `0.0` for the entire session. The limiter is complete, correct, and permanently asleep. Because nothing ever writes the cap during normal play, **patching its initial `.data` value is safe and permanent** — no code path overwrites it. ## The patch Standard PC v1.03 / GOG / "editable" executable: ``` file offset 0x3A3C64 : 00 00 00 00 (float 0.0, limiter off) -> 00 00 70 42 (float 60.0, 60 FPS cap) ``` Other caps if you prefer: `30.0` = `00 00 F0 41`, `72.0` = `00 00 90 42`, `120.0` = `00 00 F0 42`. A Python patcher (`kotor_fpscap_patch.py`) is included; it fingerprints the two `.rdata` constants before writing, backs up the exe, and refuses to touch an executable whose layout it doesn't recognize: ``` python kotor_fpscap_patch.py "path\to\swkotor.exe" 60 ``` ## Verification - 144 Hz display, all external FPS caps and driver "wait for vertical refresh" overrides removed. - Patched exe launched directly. - Framerate held a hard **60**; the movement/turn freeze did not reproduce on transitions that previously triggered it. ## Caveats - **Busy-wait, by design.** The limiter spins a CPU core while pacing each frame (this is BioWare's own implementation — the movie path spins the same way). On a modern machine, one pegged core for a single-threaded 2003 game is harmless, but it is not a `Sleep`-based idle cap. A future refinement could redirect the gate to the engine's own `Sleep(DAT_0078d1e8)` limiter instead. - **Offset is per-exe-layout.** `0x3A3C64` is verified for the standard PC exe. Other builds (Steam-with-different-packing, 4-CD, Mac) may differ; find `_DAT_007a3c64` by locating the `1000.0 / cap` main-loop math. - **Steam "Verify integrity" reverts it** (restores the stock exe). Re-apply after any verify. - Stacks cleanly with the 4GB LARGE_ADDRESS_AWARE patch, UniWS widescreen, and the community mod builds — it only touches one unrelated float. ## Method Static reverse engineering only (Ghidra). Chain: locate timing-API imports (`QueryPerformanceCounter`, `GetTickCount`, `Sleep`) → their callers → the `PeekMessage` message pump → its caller (`WinMain`) → the frame-limiter block in the loop → the cap float and its dormant guard. Full decompiled C of the engine was exported and searched locally to trace the call chain. --- *Reverse-engineered from a legally-owned copy for interoperability and bug-fixing. Not affiliated with BioWare/LucasArts/Aspyr.* Submitter VexFlint Submitted 07/21/2026 Category Mods K1R Compatible Yes1 point
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I just have to ask: Why? I've only heard positive feedback about this so far so dropping it now seems odd.1 point
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Ah that's a bummer, I was a big fan of your modding start here, and I was looking forward to seeing more of what you make! I appreciate you freeing the module to other modders... But I do hope you decide to come back to KOTOR modding at some point! You have a talent for it!1 point
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I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset. 90SK's TSL ReShade.zip1 point
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I was going to post an update for the development of RC-K1CP soon, but since JasonRyder commented I'll update you all now. The Unused Head Restoration Pack mod, which hasn't been updated in several years, shall be renamed to the K1 Appearance Restoration Pack to match its Kotor 2 counterpart. The reason this is happening is because most of the appearance restorations from RC-K1CP, mainly the optional ones, are being removed from RC-K1CP and are instead being added to the K1 Appearance Restoration Pack. The reason I am doing this is because they're mostly incompatible with the NPC Diversity Pack mod. The appearances of RC-K1CP are added solely to restore the unused appearances whereas the NPC-DP is a genuine NPC Overhaul. By installing both mods, it is possible that the end result is not one that I personally intended for the player. Whilst these incompatibilities do not break the game in any way, I am certain players would prefer Restored Content and an NPC Overhaul without these two concepts "meshing" with one another. There are also actual incompatibilities that do impact the game, the Sith Officer Uniform Restoration install is incompatible with heyorange's Sith Army Reformation mod and the Jedi Appearance Restoration install is incompatible with Diversified Jedi on the Star Forge if you install that mod before RC-K1CP. Once this update goes ahead, the RC-K1CP will have most of its restored appearances removed. If players want a "pure" restored content game with no NPC Overhauls they can install the K1 Appearance Restoration Pack whereas if they want an NPC Overhaul they can instead download the NPC Diversity Pack. The unique heads for Tanis and the Czerka Rep on Tatooine from the Unused Head Restoration Pack are going to be added in the Galaxy of Faces mod so NPC Overhaul enjoyers will not need the K1 Appearance Restoration Mod if they want those two heads in particular. This update has been delayed to the development of the M4-78 Unofficial Patch mod this year, and whilst I do intend to make something special for ROR this update shall come eventually. And also, Carth's Restored Blaster icon is being removed in that update until it can genuinely be fixed. Whilst I can see why you'd report it as an RC-K1CP bug, this is actually a Sleheyron Story Mode bug in its entirety. K1CP restores the orange Twi'lek variant and RC-K1CP simply borrows that appearance for the fourth Vulkar. This means either one of two things have happened, you either: A) broke your install. B,) the Sleheyron Story Mode mod's installer is broken and therefore it has broken your game. The orange Twi'lek added in K1CP occupies line 509 of the appearance.2da. If @SAO1138 had setup his tslpatcher/holopatcher correctly then a new appearance number would've been assigned to your appearance.2da, the only way his big Gizka would replace the orange Twi'lek added in K1CP would be if Sleheyron's installer hard overwrote the existing appearance.2da with a pre-made one (which is very bad from a modding standpoint). Can you please attach your appearance.2da file here, since the orange Twi'lek should occupy line 509 of the appearance.2da being able to view your appearance.2da should confirm at least part of my suspicion. SAO, if we get to the bottom of this and it turns out that, by some miracle, it isn't Sleheyron Story Mode as I suspect I do apologizing for pinging you here.1 point
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There is also an additional issue where the model half t-poses when moving quickly (at least in when directed to move during a conversation). Though, considering most uses for an ewok model are going to be silly anyway, I'm not sure if that's a bug or a feature lol Edit: Messing around with other S models between games has led me to believe that this issue I reported was simply some sort of error porting between the two KOTOR games. Still funny to see though.1 point
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Version 1.0.0
502 downloads
I made a higher poly ulthar to end the spiked head problem. This mod wont contain the textures you see on the pictures. I dont own them even if i modified them for myself. I also dont remember where i downloaded them. Edit: i had Darkhope's permission here is her original texture. I included my modification.1 point -
Version 1.4
34,712 downloads
This mod aims to improve the space scenes in Knights of the Old Republic II: The Sith Lords. This is done both to improve the visual quality as well as the continuity between cutscenes and playable areas. The changes made to achieve this are thus also twofold: First there are new high resolution textures provided for almost all space backdrops and then there are model changes to create more extensive edits. For a full list of what has been changed, see below (contains spoilers). Additionally there is an optional part of the mod that brings the galaxy map appearance of some planets in line with the new backdrops. See below for installation instructions. There are some mods by other authors that already do an amazing job at improving certain backdrops, so I did not see the need to imitate their work. Instead, I highly recommend you install those mods as well. I will list them below. COMPABILITY This mod is not compatible with other mods that edit the same textures or models. Notable exceptions are TSLRCM and M4-78 EP: - This mod overrides 222TEL15.mdl and 222TEL15.mdx provided by TSLRCM. This will replace some VISUAL ONLY! changes by TSLRCM with my version. Check the screenshots to see which one you prefer. - Also, this mod will override 003EBOq.mdl and 003EBOq.mdx from M4-78EP. In this case my mod includes the changes done by M4-78 EP, so you can safely override those files (make a backup though). INSTALLATION If you have TSLRCM and/or M4-78 EP installed, go to your Override folder and make backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx just in case. Then copy all files from the "To Override" folder into your Override folder. If you want to install the galaxy map changes as well, also copy the files from the "Optional Galaxy Map Changes" folder to your Override folder. And finally I highly recommend you install the other backdrop improvement mods listed below. UNINSTALLATION Delete this mod's files from your Override folder and restore the backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx (if you have TSLRCM and/or M4-78 EP installed). RECOMMENDED MODS - Improved Peragus Asteroid Fields by Vasilii Zaytsev - Replacement Peragus II Artwork by Trench - Telos Citadel Station Skybox by Quanon - Alternatively you can use the TEL_Bdrp.tga and TEL_Bdrp.txi from TSL Remastered by sELFiNDUCEDcOMA KNOWN BUGS - The asteroids during the Peragus escape sequence appear out of nowhere. This is either due to my limited knowledge or due to limitations in our tools but I haven't been able to fix it yet. Should that bother you, remove 003EBOs.mdl and 003EBOs.mdx from your Override folder. Note however that you will also loose the Dxun backdrop for the Arrival at Dxun scene. LIST OF CHANGES (SPOILERS!!!) CREDITS This mod was created by Kexikus. With contributions by: - Jeroenimo (http://www.moddb.com/members/jeroenimo😞 Several ship models used for backdrop textures - Kreia: Interdictor class (Leviathan) ship models - Malkior: Additional damage detail on Ravager backdrop The starfields were created using spacescape. The nebula photos are taken from NASA and hubblesite.org The planet backdrops were created with the help of the following tutorials: - http://the-prototype92.deviantart.com/art/Realistic-Earthly-Planet-Texture-Tutorial-V3-414190291?q=gallery%3Aphotoshop-tutorials%2F3518842&qo=3 - http://rodrigogua.deviantart.com/art/City-Lights-Tutorial-9161677 - Make a Planet by Greg Martin (link no longer available) Using cloudmaps from: http://www.shadedrelief.com/natural3/pages/clouds.html A big thank you to Sithspecter, Quanon and Fair Strides who helped me to get into world of 3d modelling for KotOR and also thank you everyone who answered my never ending questions^^ THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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.1 point