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Version 1.0.1
69 downloads
AI DISCLOSURE & FEEDBACK I use AI often in my workflows to assist with creating my mods, including handling monotonous and repetitive tasks. You should assume that anything I post has had AI assistance in some way. As I stated in my Dathomir WIP post, I expect discussion of my projects to remain professional and focused on the actual artwork, performance, and gameplay. Constructive criticism that helps improve the art or gameplay is welcome. Derogatory statements about AI will be ignored. I am here to improve the finished product, and I will not change my workflow to accommodate personal objections to AI. Bring a new Basilisk to the invasion of Onderon. Watch it wake in the Dxun hangar, storm Iziz in a replacement cinematic, and join the landing-zone battle as an allied war droid. FEATURES • Custom Basilisk model with an animated hangar reveal and boarding ramp. • Replacement invasion cinematic covering space approach, atmospheric entry, anti-aircraft fire and a heavy landing. • An allied Basilisk that fights alongside the player in Iziz. • Shoulder turbolasers, heavy claw attacks, a shockwave slam and an airborne rapid-fire nose-gun barrage. • Custom combat effects and sound. • One replacement Basilisk loading screen. REQUIREMENTS AND COMPATIBILITY Requires Windows x64 and a supported Steam Aspyr version of KOTOR II. Run the included compatibility check before installing. Other storefronts and executable versions are not currently supported. Tested on clean Steam game data and an installation of the KOTOR II Full Build: https://kotor.neocities.org/modding/mod_builds/k2/full Install after your chosen mod build. Compatibility does not cover every optional mod selection. The English Queen Talia invasion route is tested; the Vaklu route has not been qualified. The installer merges shared tables and story resources, preserves native party selection, and leaves saves and Steam Cloud settings unchanged. It replaces OndMov07.bik and the load_510OND/load_511OND loading screens. See COMPATIBILITY.md for supported executable hashes, conflicts and testing limitations. INSTALLATION 1. Close KOTOR II. 2. Extract the entire archive into a folder outside your game directory. Keep all included folders together. 3. Run Install Basilisk.exe and select the folder containing swkotor2.exe. 4. Click Check compatibility, review the result, then Install Basilisk. 5. Keep Steam running and launch the game using BasiliskLauncher.exe in your game folder. 6. Load a save from before Zuka’s invasion reveal and before first entering the Iziz invasion module. Required runtime components are bundled. No separate Python or .NET installation or manual patch download is needed. This package uses its own merge installer. Do not copy the payload into Override or install it through TSLPatcher. UNINSTALL Close the game, run Install Basilisk.exe, select the same game folder and choose Restore pre-install files. Keep the BasiliskInstaller backup folder. Restoration will stop if another mod has subsequently changed a file, protecting those later changes. Return to a save made before installation. CREDITS ShaolinGhost — project, direction, playtesting and release. Lane — KotOR Patch Manager. PyKotor contributors — resource tooling. Obsidian Entertainment, LucasArts and Aspyr — KOTOR II and original game resources. The Force Unleashed Wii Basilisk encounter — design and animation reference. Full third-party notices and installer/runtime sources are included. This is an unofficial, free fan modification. Screenshots may show unrelated character, environment and interface mods that are not included.11 points -
One of the heads in TSL of the character Nikko was based on a real life person who won a contest to appear in the game. As far as modding going, I know folks have been playing fast and loose with the aesthetics of the game. That said, I think it would be a major misstep to veer away from using the guy's likeness. Especially as he's still game to be referenced in remasters as seen in the attached post on X. My thought on the matter is that folks should take this guy up on his offer and get updated photos so we have a good reference to work from. I suppose one should one reach out to the guy if they are actually willing to put in the work. (No need to inundate the guy's inbox if you're not going to make a mod of it, right?)10 points
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Version 1.0.0
76 downloads
The mod replaces the PFHC03 model and textures. To Install 1. Download: PFHC03 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.6 points -
Version 1.0.0
57 downloads
The mod replaces the PFBBM01 model and textures. To Install 1. Download: PFBBM01 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.5 points -
KOTOR ACADEMY Jedi Academy's movement and lightsaber combat inside Knights of the Old Republic II, with KOTOR keeping the rules Development journal · October 2026 Hey everyone, This one is quite different from my usual art and world-building posts. It's got far enough that it needs a proper write-up rather than the odd clip. Kotor Academy brings Jedi Academy's movement, acrobatics and live lightsaber combat into KOTOR II. KOTOR still does what it does best: your stats, the dice rolls, the Force powers and the story. First, where it stands. Everything in this post runs in a single test arena. It isn't playable in the campaign game modules yet by design, there's no download, and I won't give a release date. What I can show is that the core idea works. There are two videos of it running, and the rest of this post covers the larger design and the route from here to something you could actually play through. 01 · What Kotor Academy is Kotor Academy lets you play KOTOR II with Jedi Academy's movement and live saber combat, while KOTOR's d20 still decides every blow that gets through. You run, jump, flip and Force-jump the way you would in Jedi Academy. You swing your saber in real time, and your opponent blocks, parries and fights back using Jedi Academy's own AI. Your character is still your KOTOR character, though. The model, equipment, feats, Force powers, HP and FP all come from KOTOR. When a blow gets past the enemy's guard, KOTOR rolls for it the same way it does in vanilla combat. If that isn't for you, there's a single checkbox in the options menu that turns it all off and puts you back in standard KOTOR. One caveat: switching it off while you're on a platform or mid-air isn't safe yet. The hand-off that puts you back on solid ground is built but not tested. 02 · How it works Two engines run at the same time. KOTOR II is the game you see and play, and a hidden Jedi Academy handles movement, collision, saber combat and enemy AI behind it. Two games, one experience The inspiration is chasmlol's SkyCraft, which pairs Skyrim with a hidden Minecraft running underneath. Kotor Academy does the same thing with KOTOR II and Jedi Academy. KOTOR II is the visible game and renders the world, characters, effects and GUI. Behind it runs a fork of the open-source OpenJK single-player engine, which loads Jedi Academy's base assets from your own install. A patch DLL inside KOTOR II talks to the hidden Jedi Academy through shared memory every frame. KOTOR sends your input and your equipped weapons, so Jedi Academy only ever carries what KOTOR has equipped. Jedi Academy sends back your position, camera and skeleton pose, and KOTOR applies them to your KOTOR character model. The result is your KOTOR character, in your KOTOR gear, playing Jedi Academy animations. Every key has exactly one owner, so overlapping binds never fire twice. KOTOR keeps the rules KOTOR II handles: dialogue, quests, scripts, saves, inventory and equipment, party, XP and level-up, feats, alignment, HP and FP, Force power costs and saves, and all of the d20 combat math. Jedi Academy handles: player movement and acrobatics, collision against a Jedi Academy copy of the area geometry, saber swings, blocks and parries, the third- and first-person camera, and Reborn AI for the enemies handed to it. Hand-offs: dialogue, menus, pause and death all hand control back to KOTOR. Who decides a hit Jedi Academy detects saber, melee and other contacts. If Jedi Academy blocks or parries a swing, it never lands and nothing is rolled. Every contact that does get through goes to KOTOR, which makes its own attack roll (attack bonus against Defense, natural 20s included) and applies its own damage and death. The result goes back to Jedi Academy for presentation. This works in both directions, for your hits on enemies and for theirs on you. The patch is off by default and locked to one exact game executable. If anything doesn't match, it falls back to vanilla behaviour. 03 · Movement and acrobatics Your KOTOR character now moves like a Jedi Academy character, running, flipping and Force-jumping through an arena built for verticality. Showcase1.mp4 Jedi Academy movement on the KOTOR character in the test arena: running, flips, Force jumps up the red-topped towers, stepping stones and balance beams, saber lit. The test arena (plcaa) has purpose-built stations for exactly this: stepping stones, towers, balance beams, stairs and tables. The running, jumping, flips and Force jumps all come straight from Jedi Academy and drive the KOTOR model. Force Jump follows your feats How high you can jump depends on your character's own KOTOR II Force Jump feats, so it depends on your build. The cap is configurable and defaults to level 2. A data file can also set caps per area and mark no-jump zones, so an area that was never designed for a Jedi going over the walls doesn't have to allow it. Being honest: my test character got those Force Jump feats from a save edit, and plcaa is the only area that exists so far, so per-area caps haven't been tried anywhere else yet, and no-jump zones haven't been live-tested yet. The acrobatics also aren't polished on the KOTOR body yet. There's still foot sliding to clean up. 04 · Saber combat and the first duel The first real opponent is a Sith duelist driven by Jedi Academy's own Reborn AI and fighting under KOTOR's rules. CombatShowcase.mp4 The Sith duel: Reborn acrobatics and flips, saber exchanges, Force powers and Lightsaber Throws, with KOTOR's HUD throughout. The Sith is a KOTOR character spawned into Jedi Academy as a Reborn fencer. He fights with Jedi Academy's attack chains, flips, kicks and knockdowns, and he blocks and parries on his own. He also Force-jumps onto platforms to follow you, and in the video he follows me onto the teal table platform. He has since been levelled up to make the fight harder. The logged duel numbers below come from an earlier, lower-level version of him. The numbers behind it Across the logged duel runs, 12 of his contacts reached KOTOR's roll and only one hit, for 20 damage. Eight of mine reached the roll and all eight hit, and one run included a critical on a natural 20 for 33 damage. (My test character was levelled by save edits for testing, so don't read those numbers as balance.) In a separate test, 16 contacts went through the whole hand-off with zero faults. Two duels ran all the way to a native KOTOR death. When he goes down, KOTOR handles damage and death natively (and XP, as an earlier kill showed). His hits on you go through KOTOR as well, with Jedi Academy's pain reactions, and if you lose you get KOTOR's own death screen with control handed back to the game. Weapons Lightsabers: single, double-bladed, short and dual sabers render on the KOTOR model and follow Jedi Academy's swings, with the ignite and retract animation every time you toggle (key 1). The hilt stays in your hand through attacks, jumps, a back-flip and a cartwheel. With dual sabers, each hand's hits get their own d20 roll. Melee and unarmed: these work under KOTOR's rules too. A vibrosword landed 4 contacts on a droid with 2 crits (60 to 14 HP), and unarmed landed 10 punches (25 to 7 HP). Kicks: they roll the d20 and knock the target down but deal no damage. That's by design. Grenades: thrown with Jedi Academy's physics, then KOTOR takes over with its frag explosion, smoke, scorch mark and damage number. A direct hit took a droid from 60 to 40 HP. Stims: a quickbar stim (Adrenal Strength) worked in Live Combat with no round wait. Hostiles only Only enemies can be hurt, using KOTOR's own hostility check. KOTOR's queued, round-based attacks are blocked for the player while Live Combat is on, so the old attack queue can't fire on top of live combat. Scripted scenes are exempt. What's still rough Block and parry feedback: visible sparks, sounds and a Jedi Academy-style attacker bounce on misses aren't in yet. Block rates haven't been measured or balanced either. Hurt reactions: a short torso flinch that never interrupts movement or saber moves is in the build and waiting on my retest. Flourish: the X flourish plays real flourish motion, but one press still showed a brief body turn. Tuning: the Sith's FP pool and level still need tuning. 05 · The Force, KOTOR's way Force powers are KOTOR's own powers, cast through KOTOR's own system, while Jedi Academy keeps your body moving as you cast. You press F to cast from an interim selector bar at the lower right, which shows KOTOR's own power icons and scrolls with the mouse wheel. Push, Stun, Lightning, Lightsaber Throw and self powers go through KOTOR's native cast, with KOTOR's FP cost, saving throws, effects and visuals. Out-of-range or busy casts are refused the way KOTOR would refuse them. As in Jedi Academy, you can cast on the move: you keep running and a torso gesture plays. Two changes are specific to Live Combat. Armor no longer blocks Force powers (my call), and targeted powers auto-aim at the nearest enemy in front of the camera. Lightsaber Throw This is KOTOR's own Lightsaber Throw with its native damage, which is half your caster level (rounded down) in d6. The saber item's damage doesn't factor in. My level 15 test character rolls 7d6 and hit for 17, 27 and 29 in testing. It works from platforms and aims with the crosshair. If you haven't learned the power, right-click keeps the saber in your hand. Right now you stand still while throwing. Throwing on the move, with the saber returning to wherever you are, is on the list. The Sith casts too Jedi Academy's AI decides when he uses a power. KOTOR decides whether it works, based on the powers he knows, his FP and your saves. He cast Push on me and I resisted it on a KOTOR save, and he has cast Stasis too. Later in the fight his casts were refused because he'd run out of FP, which is how it should work. Not there yet Untested powers: plenty of KOTOR's powers, haven't been tried live in a fight yet but ill be testing every power in the game in depth. Built but not live-tested: Force Speed affecting Jedi Academy movement, stun and stasis freezing the target (or you), and a native KOTOR-HUD Force selector to replace the interim bar. Physics: powers don't use Jedi Academy physics yet (push knockback, grip lift and hold). That's planned, not done. 06 · Making it feel native to KOTOR The goal is for Kotor Academy to feel like an option KOTOR always had, not a different game bolted on top. The Live Combat option There's a Live Combat checkbox in KOTOR's Gameplay Options. Turning it on gives you Jedi Academy movement and live combat with KOTOR's d20. Turning it off gives you vanilla KOTOR movement and round-based combat, with the platform and mid-air caveat from section 01 still applying. It's a native checkbox added to the existing panel at runtime, with no .gui file replaced, and your choice is saved in swkotor2.ini under [Kotor Academy]. HUD In Live Combat, KOTOR's combat-queue and target action buttons are hidden (26 controls in all). The enemy you're aiming at gets a compact name and HP panel above its head, clear of the crosshair. Pausing brings back the native HUD. Pause, dialogue and camera Tactical pause: middle mouse uses KOTOR's own pause and gives you the free cursor, native UI and quickbar. Dialogue: conversations hand control to KOTOR, and Live Combat resumes afterwards. First person: F7 switches to a view from the eyes with the head hidden. Arms and saber in first person, and camera collision with walls and props, are still to do. Camera and input fixes: the camera no longer stops on bodies, and clicking with your saber holstered in combat draws it. Lightsaber forms The first pass of form rules is installed in the test build. Soresu works with any saber setup, and its Obi-Wan guard stance plays only with a single blade. All other forms are single-blade only, and dual and double-bladed setups get style buffs instead. This works in the test build but isn't final. I plan to author the final stance animations for each form myself, starting with the Soresu guard, and the buff numbers are first-pass values that still need tuning. Feats and d20 numbers Every contact that gets through is resolved from your character sheet. Your attack bonus and Defense decide hits, natural-20 criticals roll as in KOTOR (seen live), your Force Jump feats set your jump height, and every power costs KOTOR FP. Full KOTOR critical rules, shields, resistances and sneak attacks are still to verify. Stability A recurring crash when loading from the in-game menu or quitting was the big blocker. I traced it to a resource-teardown bug in KOTOR itself, which the arena's station models triggered because they're packed inside the module file (module-local models). A guard now handles it: 5 out of 5 in-game loads and a clean Exit Game, with no new crash dumps. To be clear, this is a fix for the case the arena triggered, not a general KOTOR crash fix. 07 · Shaped by the community A lot of these decisions came out of conversations with other modders, and the project is better for it. I've been sharing progress and asking questions on Discord, and that feedback has shaped the design in a few clear places: Verticality: Jedi Academy movement could carry you over a lot of KOTOR's level design. The discussion around that fed directly into jump height coming from your Force Jump feats, with a configurable cap, per-area limits and no-jump zones. Forms: conversations about how forms should behave with different saber setups helped settle the current form rules. Enemies: the point that the real fun is in fighting enemies, not just moving around, pushed enemy AI up the list, starting with the Sith duelist. Mod compatibility: the discussion made full compatibility with other mods a hard rule rather than a nice-to-have. Jedi Academy required: for legal reasons, owning Jedi Academy is a requirement rather than anything being bundled. Thank you to everyone who has weighed in. Please keep it coming, especially on how the combat feels. 08 · What's next Blasters come next, with more of the Force in parallel, then more enemy types, companions and, eventually, real modules. Blasters Blaster vs blaster: player blasters with Jedi Academy bolts and a KOTOR d20 for every shot. An early pistol prototype fired KOTOR's own red bolt and impact effects, and the d20 decided each hit on a training droid. The muzzle flash doesn't attach yet, I haven't checked the shot sounds, and repeaters, disruptors, bowcasters, ion and sonic weapons are all untested. Blaster vs lightsaber: deflecting and reflecting bolts, decided by the d20 and shown on screen. This isn't in yet. More of the Force Lower tiers (in progress): lower tiers will stay selectable as separate slots, grouped by family: Push/Whirlwind/Wave, Stun/Stasis/Stasis Field, Lightning/Storm, Drain/Death Field and Choke/Kill. Other power chains will show only their top tier. Presentation: every KOTOR Force power will get Jedi Academy presentation. That means KOTOR's visual effects by default, Jedi Academy body animation blended with KOTOR's cast animation, and Jedi Academy physics where it fits. For example, Choke will stay a KOTOR cast and Kill will become a hold-and-move grip. Enemies and companions Enemies: every enemy type driven by Jedi Academy AI and movement under KOTOR's rules, with Force users fighting as Jedi or Reborn and everyone else as troopers. Right now the Sith duelist is the only one. Blaster troopers on Jedi Academy AI and melee enemies who aren't Jedi are both in progress. Companions: party members fighting in Live Combat, with party AI, switching and follow. Combat depth Blocking and parrying: today Jedi Academy's own defence blocks first. The plan is for block skill to scale from KOTOR stats, and for blaster deflection to be decided by the d20 and shown on screen, with every balance number in ini and data files. KOTOR rules: energy shields, resistances, on-hit properties, sneak attacks and the full critical rules behaving as they do in KOTOR. These aren't verified yet, and neither is medpac healing in Live Combat. Dismemberment: Jedi Academy-style dismemberment for every KOTOR creature and character. Jedi Academy decides the cut, KOTOR confirms the death, and an offline pipeline pre-builds the stump caps and severed limbs. So far this is telemetry only. Real modules This is the big one. Jedi Academy collision has to be generated for each KOTOR area and loaded on area transitions. After that comes the campaign from Peragus to the ending, with cutscenes, scripts, puzzles, saves, party changes and mini-games all working. Longer term, I want to remake areas so they reward verticality, with jump rules tuned per area. That's my own level-design project, and it will take a while. Also on the list: merging character creation, visual polish (acrobatics on the KOTOR body without foot sliding, an optional first-person saber), and an additive, reversible installer and uninstaller. 09 · Requirements and compatibility You'll need both games, and Kotor Academy is being built to sit alongside other mods rather than replace their files. Both games: you need to own KOTOR II and Jedi Academy. No Jedi Academy assets are redistributed. The OpenJK fork stays under GPL-2.0, and its base assets load from your own Jedi Academy install. Your JA folder is untouched: Kotor Academy reads the base assets (assets0-3.pk3) from your install and never modifies it, and it doesn't load your Jedi Academy mod pk3s. Tested build: Steam KOTOR II with TSLRCM 1.8.6 installed. The patch is locked to the exact executable I tested with, so GOG and other versions are untested and currently wouldn't activate. Compatibility rule: no wholesale replacement of base 2DA, GUI, dialog or script files. KOTOR data is read at runtime through the game's own resource lookup, so your Override mods win, and Kotor Academy's files are namespaced kja_*. Installs are meant to be additive and reversible. GUI mods: the Live Combat checkbox is added at runtime, and a custom optgameplay_p.gui is accepted. A heavily rearranged GUI overhaul may make it back off safely, leaving the panel as it is without the checkbox. I'm not claiming support for every GUI overhaul. Other patches: its hooks are checked against the other patches in the shared patch_config.toml so nothing gets hooked twice, and it only edits its own section. With Live Combat off, the game is meant to behave like vanilla. My custom animation patches: they coexist. Single-saber custom clips now play only with a single saber, and a fix that hands the X flourish to Kotor Academy in Live Combat is in, waiting on my retest. Still to test: a broader live test with TSLRCM and M4-78EP and an install-manifest audit are planned. Only the test arena has Jedi Academy collision so far. Performance: two engines run at once, and I haven't done any performance or frame-rate testing yet. 10 · Credits Kotor Academy builds on other people's work, and they deserve credit up front. JACoders and the OpenJK project: the open-source (GPL-2.0) Jedi Academy engine that the hidden half of Kotor Academy runs on. chasmlol's SkyCraft: the idea of pairing two games, with one running hidden underneath the other. The TSLRCM team: TSLRCM is part of my test setup and the baseline this is built to respect. The community: for the design discussions that shaped a lot of this. The makers of KOTOR II and Jedi Academy: the two games this is built on. So that's where Kotor Academy is today: one arena and one opponent, and the foundation is doing what I hoped it would. I'm happy to answer questions about the design, and feedback on the combat feel is welcome below. — ShaolinGhost AI DISCLOSURE & FEEDBACK I use AI often in my workflows to assist with creating my mods, including handling monotonous and repetitive tasks. You should assume that anything I post has had AI assistance in some way. As I stated in my Dathomir WIP post, I expect discussion of my projects to remain professional and focused on the actual artwork, performance, and gameplay. Constructive criticism that helps improve the art or gameplay is welcome. Derogatory statements about AI will be ignored. I am here to improve the finished product, and I will not change my workflow to accommodate personal objections to AI.5 points
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Version 1.0.0
60 downloads
200+ portraits to replace party and player portraits. 5 stage lightside/darkside transition restored. Install - extract the .TPC files to the game's override folder - the optional portraits.2da file enables 5 stage lightside/darkside transitions, copy it to override. How Were These Made Kotor Blender and ImageMagick. I will be releasing the scripts to easily generate matching portraits. Blender and KotorBlender plugin will need to be install but the portrait generation process does not require blender knowledge.5 points -
Version 1.0
31 downloads
This mod contains fixes to various models from throughout the game. There is no particular theme to these fixes, which cover elements from nearly every planet. Please see below for a full list. Separate from the model fixes, I have also provided an additional option adds scripting to open the roof of the Telos underground base's hangar before departing. This is not strictly a fix because the game already included scripting to open the roof...but it happened as the player boarded the shuttle to leave, so even with the fixed animation, there was no opportunity to see the result. This option changes the timing so that the roof opens when the player unlocks the doors with the hangar console. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- LIST OF FIXES GENERAL - plc_jnkswpb1, plc_jnkswpb2 - Corrected the crashed swoops' windscreen texture to match the non-crashed swoops. PERAGUS - dor_per02 - Corrected mirrored texture coordinates on one side of one door panel. TELOS - 202tel12, 202tel13, 222tel12 - Corrected typos in the hierarchy which caused overlapping windows to flicker. - 232tel14 - Fixed a broken animation for the hangar roof to open. Note that the "Telos Hangar Roof Change" option is also required to showcase the result in-game. EBON HAWK - 950cori - Filled a blank doorway during the post-Telos cutscene. NAR SHADDAA - 301narm - Assigned the correct Ebon Hawk textures during Kreia's telepathy cutscenes. - 304nar13 - Filled a missing Ebon Hawk corridor while Kreia teaches the player Force Breath. - 306nare - Filled a gap between the entry corridor's floor and wall. KORRIBAN - 701kore - Filled a gap in the face of one of the tombs which was visible as the camera panned across the Valley of the Dark Lords. DANTOOINE - 650dan_03 - Filled a hole in the tree stump in the enclave's central courtyard. HK FACTORY - 298telp, 299teld, 299telm, 299teln - Resolved overlapping geometry in a console which appears in multiple locations. - 299telh - Filled a gap in the front of the elevated control platform. Also fixed a gap and overlapping geometry at the central door's frame. - 299telq - Resolved overlapping geometry and walls misaligned with the edge of a platform at the back of the factory space. MALACHOR V - 902malc, 902malj - Grounded some floating rocks. ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Copy all files in the "MAIN INSTALLATION" folder to your game's Override folder. If asked, confirm to overwrite 299telq.mdl. If you would like to use the option to open the Telos hangar's roof before you leave, open the folder "OPTION - Telos Hangar Roof Change" and run "INSTALL.exe". It is normal to see a warning that 232tel.mod already exists and has been skipped. ------------------------------------------------------------------- UNINSTALLATION Delete the files from the Override folder. The "Telos Hangar Roof Change" option cannot be easily uninstalled, but deleting 232tel14.mdl/mdx will effectively disable the roof animation. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is compatible with texture reskin mods. Several of these fixes are already included in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). If you are using that mod, install it after these fixes, and allow it to overwrite the conflicting files. This mod is incompatible with any other mods that edit the same area files. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview by ndix UR NWNSSCOMP by Torlack and tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 299telq.mdl includes edits made by the TSLRCM team. Thanks to DarthParametric for identifying the broken animation in 232tel14 and how to fix it. Thanks to Snigaroo for identifying the gap in 306nare. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.4 points -
Version 1.0.1
309 downloads
KOTOR High FPS Fixes Fixes several problems in Knights of the Old Republic 1 & 2 that appear when playing above 60 FPS. Included fixes: Dialogue letterbox timing Post-combat movement freeze Free-look mouse sensitivity Animated textures such as rivers, waterfalls, and flashing mines Lightsaber trails Tree leaves and similar moving effects Water ripples and force fields Should make the animations and timings feel as close as possible to their speed when played at 60fps. No longer do you need to lock your frame rate to enjoy either game. Tested up to 240 FPS. But should work at even higher fps though let me know if any issues arise. Requirements: Kotor Patch Manager 0.6.3 or newer KOTOR 1: 1.03 KOTOR 2: Aspyr GOG or Steam This kpatch works with both K1 and K2 no need for separate kpatches. Latest KPM version 0.7.0 now has the ability to work with modified exe's but if there are any issues still you can try my adapter here. The adapter is only for K1 for now and hopefully will be obsolete in the future. Do not install the standalone versions of these fixes alongside this combined version, such as J's post combat fix or my individual fixes on my GitHub or previous deadlystream post. Source code and alt download available below. Links: Alternative Download - GitHub Releases Source Code - GitHub4 points -
Okay, finished my playthrough and I have the following additions: Verbal gets some high-quality droid gear he can't even use. I need to double-check if we get to keep these items, but if so I intend to get rid of them When we fight Solomon in the Temple of Shadow, he has a TON of health, especially considering his multiple phases. I intend to reduce those number significantly. There are a number of changes I plan to make to Akirakon Sin's final battle. For starters, he is very powerful. It might be just that his equipment is too strong, but I suspect I will reduce his stats. I will also look at removing Force Stasis and reducing his Stun resistance As strong as he is, in the final 2 fights his minions can be just as dangerous. Rather than weaken them tho, I think first I want to try setting Akirakon to neutral so he cant fight you until youve cleared out his minions. On a related note, the dialogue boxes really interfere with the gameplay. I'm thinking of restructuring those fights entirely: when you start, Akirakon will give the first dialogue as part of the initial cutscene, then the fight will start. He will be stuck in neutral and invincible, so you'll have to focus the minions around him. When they're gone, he'll have a cutscene to give the second dialogue (if there is one), then lose his invincibility and finally become hostile. I found a couple other points where scripts are broken (see Bug Fixes #14 above). Fortunately, it looks like recompiling the source scripts and inserting them in made that easy. At Malachor V, some of the Mandalorians can be glitched so they dont turn hostile. I'll review those scripts later to find a fix Some of the files didn't properly extract when I unzipped the files from 1.5. Some of these are voice files, which we kinda need. I'm going to make a list of items and see if an older copy of the mod is more cooperative, then add a patch to install those files. Speaking of dialogue, some of Kobayashi's prison dialogue may have broken branch paths. I'll investigate this when I review the dialogue as a whole. I didn't mention this one earlier, but when I re-balance the Revan we fight in pt 1, I was planning to make them lv 5 in all 3 Jedi classes, as a nod to the fact that there is no canon class for Revan. To maintain this mystery, and to be consistent with the comics, I intend to make Revan's lightsaber purple instead of blue After Solomon saves Kobayashi, there is a long pause in darkness. I may shorten this so it doesn't leave us wondering if the dialogue has broken4 points
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Another work of mine that’s currently in progress is the Juhani head model. It’s high-poly and has a 2K texture. The work is actually already finished, but I’ve realised I can’t release it like this - now I need to either rework the texture or even the body model, because the difference is too noticeable at the moment. During this process I learned a lot in Blender, but there’s no point writing about that here. The only thing really worth noting is how the game renders danglymesh with different weights. With weights greater than 0 up to roughly 0.6–0.7 the vertices get a kind of “semi-freedom”: the engine shifts them, but not as predictably as at 0 (fixed, locked to the head position) or near 1 (completely detached from the head and dangling with the set amplitude, stiffness and period). So when weight-painting the tail I used 0 near the attachment point and then jumped straight to 0.7 without a smooth transition. Toward the tips I softened it to 0.6–0.5 - the tips can dangle freely, they’re allowed to! I don’t know, maybe it can be done better, but at my current level of understanding the process I think this is the maximum. Yes, the lips also had to be re-weighted - I spent two days painting them this way and that, checking every frame, but in the end I got a result without any pinching or artifacts.4 points
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The next big project was a retexture of the Ebon Hawk’s exterior hull. Looking at the vanilla one was genuinely painful, and the existing retextures didn’t really improve the situation. I really wanted to bring its appearance closer to this: https://www.artstation.com/artwork/GXwXyB Because in my game I’ve replaced the original cutscenes with several very beautiful ones that use this model. And the model itself is just awesome! But I immediately ran into the problem that the UV layout was completely unsuitable - a lot of overlapping, and many areas of the texture were shared between completely different parts. And… I went down the wrong path. I found the "v_ehawk" model in the game files and started fixing the UV unwrap. I did everything properly: separated the overlaps, made the areas that are visible up close when you walk around the ship larger. Texture in 4K. I was even about to start editing vertices and adding polygons. But then I discovered that none of my changes were visible in the game at all. I spent several days scratching my head, thinking I was exporting the model incorrectly somehow. Of course it turned out to be much more mundane - the model I was editing had nothing to do with the ones that appear on the landing pads on different planets. I have no idea where the game actually uses it - probably in some cutscenes? What we see on the landing pads and in the docks is part of the area, not a separate model. And if I want to edit it, that means editing the entire area - which automatically means incompatibility with any other mod that also edits that area. So I sulked a bit, complained a bit, and decided for now to limit myself to pure texture work. But then another “brilliant” idea struck me - we don’t look for easy ways, right? Realising that adding polygons wasn’t going to happen, I wanted to add a normal map, inspired by my previous experience with the Twi’lek head. I thought, at least it won’t be a flat picture stretched over polygons, there will be some relief. I also spent a long time on the texture itself, adjusting it so that the overlapping UV pieces still looked decent… It was challenging to strike a balance between the desire to match the reference and the limitations of the existing UV layout. I hope the result turned out well. I wanted to make 8K textures, but the engine was clearly starting to struggle when loading areas, so I settled on 6K. But with the bump I was in for a fiasco. Actually, I could have suspected something when looking at the original game files - there was no bump specified in the .txi files at all, even though bump maps were provided for every texture. Why do they exist? I still don’t know the answer to that question. Interestingly, the engine did react to the presence or absence of the bump map - the shaders changed and the image looked different. But the actual content of the bump map didn’t affect anything. For the experiment I tried both a completely flat solid “blue” bump map and an extremely contrasty one amplified 15× during conversion to TPC. There was zero difference. After quite a long series of experiments with different bump settings, .txi options, and the alpha channel of the main texture, I finally found the answer — and I’m sure it has been discussed somewhere on this forum, I just never came across it. On area objects the lighting is almost completely baked into the lightmap. Dynamic bump (the kind that reacts to real-time light direction) barely shows up at all. Especially if the lightmapped flag is enabled on the mesh. I looked into the node of the long-suffering ship, and sure enough, there it was: As an experiment I turned off the lightmapped flag. And to my astonished eyes this is what appeared (the bump map at that moment was the extreme one) — view with caution! 🤣 Of course it’s pure horror, some kind of Dark Side of the Force visions. 😁 So I don’t know whether to include these normal maps in the mod release for the textures where the ship is part of the area. Are they needed? Probably not. For the model that isn’t part of an area - apparently the one used in some cutscenes - I will of course add the bump. Might be useful. A few nice pictures: All that’s left is to add the texture for the upper hull (roof) model that is used in the mini-game where you shoot down fighters, and touch up small details here and there. And then the mod can be released.4 points
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I talked about this briefly on Discord, so I thought I'd make a proper thread for discussion. Like most Kotor Modded players, I LOVE Brotherhood of Shadow. Its complexity, its story, the amount of stuff you can do and find, everything about it is wonderful. But nothing in life is perfect; over the last few years since I got into modding, I've gathered a list of changes I think would make the mod better. I can roughly split them up into these categories: Balance Patch - Many of the fights, enemies and items in the mod are extremely powerful compared to the rest of the game. Personally, I like it when mods are a little more consistent with the game itself. Currently, I plan to make BoS (pt 1) a Level 16 difficulty, since the earliest you can do it is right after Leviathan, and BoS:SR (pt 2) a level 18 difficulty (presuming you do it after completing all the Star Maps). Bug Patch - The mod runs pretty well for how big it is, but even with the 1.1 patch there are various bugs that warrant review, some of them game-breaking. Dialogue Patch - I feel like some of the dialogue is extremely long compared to the base game, and I would like some options that give better expression of character. There's also a couple of typos I would like to fix. Miscellaneous Patch - This would be an umbrella of various changes that I think would improve the quality of the game, but aren't necessarily meant to "fix" anything. I'm currently replaying the mod with the latest 1.5 version of the mod to make a fresh list of bugs and points of improvement. I intend to put together a list of changes I want to make and why, and I'm hoping others will post any changes they'd like to see, as well as input on posts I make here. Happy modding! Here is a list of changes I've noticed so far and what I plan to do about them: Balance Patch Gear and loot throughout the game is almost universally over-powered, from custom weapons surpassing the best in the game to the Orion's crew casually walking around with Baragwin Assault Blades. For the non-custom loot, I plan to reduce the volume of loot (you'll still make tons of money selling this stuff), and for custom items I plan to adjust them to be about as strong (or a little weaker than) the best equivalent item. For example, the Seer Robe will be re-statted and re-priced to rival the Qel-Droma robes. Speaking of custom robes, I think it would be cool if the colored robes were more unique from each other, with different effects and bonuses. I also think that, rather than get them all from a footlocker, it would be good if you had to buy them (reduced price to account for their reduced quality, of course). Instead, the footlocker could give the Red/Yellow robes that Shadow wears during the Mandalorian Wars, which I will likely stat to be a little weaker than the colored robes. I feel like some kind of time skip between part 1 and part 2 would make sense and give us more time to spend with Shadow. So, I plan to modify the trigger script for Shadow's vision to require that we have all 4 star maps. That way, we theoretically get 1 full planet to spend with her before we part ways. The Akirakon clone fight is way over-powered. I know you only need to beat one of them, but that doesn't mean much when all 10 of them charge in and destroy half your HP in a single turn. Revan and the Dantooine Jedi Masters MIGHT need to be weakened slightly. A lot of the fights in this game are clearly statted on the assumption that you are running a generic Jedi build (some of us actually LIKE using armor). I plan to re-stat Shadow so she's a lv 10 Guardian/lv 3 Sentinel when you meet her. This will improve her combat prowess to balance some of the fights that are just you and her, and it makes sense for her backstory. The Sith Chastiser and Exeden Rar MIGHT need to be weakened slightly for a 2-person party. That depends on how much stronger Shadow is based on the change above Telana's stun abilities make her fight very dangerous considering how much damage she is capable of. Still need to redo this (see Bug fixes #14), but the Mandalore fight is super hard, and its geared for you to specialize in robes and 1 lightsaber. In addition to a nerf, I'm thinking one of the nearby crates could have a bunch of custom gear to let you customize your build (heavy armor, blasters, etc) Might need to nerf Solomon in final battle with player Many of Akirakon's minions in his final battle are too powerful (seriously, the entire crew could body you without him), and his use of stun abilities is very dangerous for how lethal he is. The five second timer to escape Verbal is very short if you dont have force speed. Luckily it is very easy to increase the wait time between "seconds" Bug Fixes Some of the appearance IDs in the mod are hard-coded, so if another mod is installed first, the game won't work. I don't plan to fix this, and will simply enforce that BoS should be installed before other mods. BoS uses a lot of custom placeables, so any mods that also do this will cause a break due to the game's built-in ID limit. Fortunately, you can bypass this bug entirely by running a patch in KPM (https://github.com/LaneDibello/Kotor-Patch-Manager) When you fight the Exchange aboard the Orion, there's this one swoop placeable I wanna remove. You can easily force push one of the thugs behind it, making them impossible to reach for melee combat. There are a lot of graphics issues surrounding Shadow and Kobayashi's gear. If I give them both unique feats that the player and their crew can't access, I can lock their gear so only they can use it. Additionally, I plan to make the Telana robes a disguise item that change Shadow to use a 2nd, near-identical appearance row. That way Shadow can use Revan-style robes normally. I want to make Shadow's lightsaber non-upgradeable so it doesn't break if you try to upgrade it. I'll also make it unique to her (see above) Almost every instance of ray effects are super loud and drown out dialogue. I'm hoping I can reduce their noise, but I may end up shortening their duration. I need to test if this is still possible, but you could stun the Warden at the end of pt 1 so he couldnt push you away to trigger the final cutscene In Shadow's Taris vision, you can glitch the cutscenes so they don't trigger properly. There is also a glitch where there are 2 of her in the final cutscene. The trigger for Kobayashi's barfight cutscene is kinda hard to hit. Probly just need to adjust its size and position. Not sure if this is a bug, but in the sewers, most of the triggers only fire if the player walks through them, as opposed to a companion. In the residential level, if you position one of your party near the exit door, you can bypass the trigger that spawns all the crazy czerka thugs If you have shadows turned on, there's multiple spots in the tunnels that will crash the game if you look at them wrong. I plan to just replace the custom map with the default Korriban tunnels map. It won't have the same ambience, but it will retain the structure and it won't crash. There is a glitch in the Telana fight where you only make 1 attack even if you have multiple weapons or use flurry. The scene transition after you fight Solomon the first time in the Temple of Shadow can break, causing the next scene to not trigger properly and make advancement impossible. This is blocking me, so I will be fixing it before I can go deeper. Not sure if this has been fixed, but Mandalore's armor didn't have a female texture. I have a drafted fix for this. In the final battle with Akirakon, his dialogue bubbles can interfere with the player's attempts to make attacks. Unclear if this is a bug that can be fixed, or if the enemies should be weakened to compensate for it. Dialogue Changes I said this already, but a lot of the dialogue is extremely long and often multiple responses mean the same thing. This is partly because the plot has to move in a specific direction, but I think there's room to give the player more creative choice AND to make the reading pace more consistent with the rest of the game. Would like an option to NOT kick the mechanic's droid at the start of the mod Typo in the Warden dialogue as well as the item description for droid parts. Might be others as well (still need to look more closely) I feel like Deacon's speech should be more egotistical, seeing as he's a Hutt Miscellaneous I would like if Vandar just disappeared without brandishing a lightsaber I made a mod that converts Bandon and the Sith Masters to wear Jedi robes that have been retextured to match their original outfits. I could see doing the same to Akirakon Sin, and making those robes available in the non-canon chest. I'd like if the Sith Chastiser and other custom Sith wore regular sith robes I kinda want to make it so headgear shows up on Shadow when she wears it If you refuse Akirakon Sin's power, it'd be cool if you inherit his will instead (custom item or ability that increases your resistance to Force or something) A fast-travel option to return to Dreshdae would be nice Considering swapping the Mandalore gear and Sith gear between Deacon's rewards and the non-canon chest3 points
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3 points
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Version 1.0.0
6 downloads
One day in 2025, @Crimson Knight, famed creator of Ixgil the Bith, rocked the KOTOR community when he released a mod changing the color of Darth Traya's floating lightsabers to red, and also doing some other stuff to them. Today, I similarly rock the community by changing them back to purple, and doing even more stuff to them. *technically speaking I used the vanilla .utc files as a base, so they were never purple to begin with. It was all a dream What Crimson Knight did: Gave all three lightsabers immunity to fear, paralysis and stun Changed all three lightsaber colors to red What I did: Gave all three lightsabers immunity to fear, paralysis and stun Gave all three lightsabers Force Jump before Crimson Knight got the chance to (haha i'm faster) Removed redundant feats for armor and weapons that the lightsabers don't use Looked at the purple lightsabers and thought "yeah that seems about right" What could still be done to these damn lightsabers: At first, I wanted to do a little bit more to the lightsabers than just add Force Jump, but missing animations screwed me over. Force Jump is technically missing its animations, but I think it looks good enough to ship. The other two things I wanted to do was, first, give one of each lightsaber master level Power Attack, Flurry, and Critical Strike, but the animations don't exist for them on the floating lightsabers. Similarly, I wanted to make a variant where instead of three purple lightsabers, its the three council members' lightsabers, but the floating lightsaber NPCs also don't have animations for dual wielding or saberstaff. If those issues could be ameliorated, then I think we'd finally be able to put this floating lightsaber saga behind us. I'm not doing that though lmao Installation: slam dunk the provided utc files into your override folder Credits: If it wasn't clear enough already, credit goes to Crimson Knight for being the first to give the lightsabers their immunities in Red Floating Lightsabers. Credit goes to @Snigaroo for suggesting to give the lightsabers Force Jump. Special thanks to @SAO1138 for pushing me to actually get into modding, even if this first one is tiny and derivative.3 points -
3 points
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DATHOMIR EXPANSION A new world, a new story, and new companions for Knights of the Old Republic II Development journal · October 2026 Hey everyone, I've been back and forth on Dathomir for quite a while, and I owe this project a proper update. Some stretches have been all Dathomir; in others I've stepped away to work on smaller things, including my Basilisk and terentatek mods. Those projects have helped me learn, solve problems, and come back to this one with more to work with. I fully intend to finish Dathomir. I want to give the Exile a world worth exploring and a story worth carrying back into the rest of TSL. I'll be working in conjunction with @SAO1138to shape that story into something that fits the original game and delivers the kind of epic Star Wars adventure I want to play myself. There's a lot more planned than I've managed to show in scattered updates. This post brings together the current work, the larger design, and the route from one to the other. The screenshots are progress captures; the scope figures below describe the full development plan. 01 · The adventure A relic found on Korriban draws the Jedi Exile to a hidden enclave on Dathomir, where a civil war and a ritual to preserve the dead threaten to turn the bonds between people into something terrible. The story's working subtitle is The Wound and the Chain. It follows the Exile into a place where memory, grief, freedom, and control have become tangled together. The factions all have reasons to want the Exile's help, and reasons to be afraid of what that help might mean. I'm aiming for ancient mysteries, dangerous creatures, political choices, personal companion stories, and some big Star Wars moments. The quieter parts matter just as much: a conversation after a fight, a companion recognizing something you missed, or discovering that the person asking for help has left out a very important detail. This is a lost Dathomiri precursor society in TSL's era, thousands of years before the familiar later Nightsister traditions. Its settlements sit over older Kwa and Rakatan remains, with newer scars left by offworld interference. That history should be visible in the places you explore, rather than existing only in dialogue. There are also plans for a few beloved familiar faces to appear, and for an appropriate end to the story of a character many of us have loved since K1. I'm keeping those identities and circumstances under wraps. I want those moments to mean something when you reach them, with the player's established history respected. 02 · The full plan at a glance 15 planned Dathomir environments: 14 numbered planet modules plus the separately catalogued Czerka Black Site. 4 areas for a new upgrade. A capital ship to house your companions and travel the galaxy with (If you choose): a bridge, hangar, commons, and operations section. Together with Dathomir, that is 19 planned new locations, plus additions to the existing Korriban cave and Ebon Hawk. Final module boundaries may change; the first build combines some spaces. 1 branching main storyline: 11 numbered stages, expanded into 18 quest-and-route design sections, with 8 side quests and further shipboard and endgame story content. 2 recruitable companion candidates: Xaria and Kaius, with the permanent choice determined by the story and your convictions, not player gender. 43 cast catalog entries: 31 individual roles and 12 population/group entries. The individual roles include Oberon (A Rancor Mount), echoes, recordings, and remains as well as living people. 21 bestiary entries, 12 ambient fauna entries, and 37 flora entries. The bestiary includes creature families, variants, manifestations, and ancient Kwa lore forms; I have done extensive research on Dathomir flora and fauna in countless star wars comics thanks to @Lane and his coordination/knowledge of star wars comics. 4 principal conclusions with variations for companions, factions, civilians, and later events. The design targets roughly 5–7 hours for the critical path and 9–12 hours for a broad completionist run. These are planning totals and playtime targets, not finished-content counts or a release promise. The current playable work is still concentrated on the opening area, characters, encounters, and renderer. 03 · First look: Ichor Gorge Landing This is the first official module, and the place I want to set the tone for everything that follows. Red cliffs and a huge sky, green ichor deep below, broken machinery, ancient stone, and a small landing platform that makes the Ebon Hawk feel a long way from safety. The work behind these views includes route planning, blockouts, terrain and rock construction, vegetation, lighting, water, and repeated checks from the player's path. I'm trying to make a place that holds up when you walk around it, turn back, or look over an edge. I am applying all of my skills as a professional 3D environment artist to this work. The Unreal map is the visual master. Preserving that quality is what led me into the renderer work mentioned further down this post. 04 · The world beyond the landing The planet is planned around connected exploration and a hub-based investigation. You arrive as an outsider, get to know both major factions, and follow several lines of evidence before deciding who deserves your support, or whether to pursue another answer. Current illustrated development map: the surface regions and the passages beneath Dark Mountain. Ichor Gorge Landing, Wildlands, and Rootway Labyrinth: the arrival, dangerous open country, and an optional cave network beneath it, with branching routes, wildlife, and buried infrastructure. Paecian Survey Annex: a precarious neutral hub for researchers, traders, supplies, and investigations. Its dependence on outside commerce complicates its claim to neutrality. Ashen Freehold: the Brotherhood's settlement, with workshops, beast handlers, civilians, and a struggle over what freedom will look like after the war. Dark Mountain Approach, Crystal Spire Lower, and Crystal Spire Upper: villages, memorial fields, a public clan hub, archives, and the seats of ritual and political power. Verdant Scar and Czerka Black Site: a reactive crystal ecosystem and a concealed research operation, where the balance between value of living things and profit becomes an eerie choice. Great Beast Ground and Tomb of the First Keeper: large arena like territory with a creature boss encounter, ancient control systems, and a layered ruin central to Kaius and Oberon's story. Starved Shrine, Siege Pass, and Spirit Crucible: the later investigation and finale spaces, changing in meaning as the truth behind the war comes into focus. After the initial journey, survey beacons are planned to ease repeated travel between safe, discovered places. Skills and companions should open useful options: repairs, alternate routes, evidence, negotiations, and ways to handle creatures. Exploration should reward attention to detail of the world and its ecosystem. 05 · People, factions, and the choices between them The two central powers are the Dark Mountain Clan and the Ashen Brotherhood. Mother Sevrana wants to preserve her people's memory and continuity; Marro Venn leads a movement born from escape, labor, and resistance. Both have genuine supporters, internal disagreements, and actions the player will have to judge. The Paecian Survey Annex, led by Doctor Elira Vane, brings research and outside law into the conflict. Czerka, represented by Operations Manager Halden Rusk, brings transport, supplies, and an interest in owning whatever proves valuable. Korl Vesh operates between those interests as an Irodorian mercenary broker. Another familiar presence, has his own interest in the war. Beyond the principal cast, the plan includes wardens, archivists, researchers, quartermasters, displaced families, soldiers, captives, crew, witnesses, and echoes of earlier generations. Characters such as Warden Vaska, Archivist Mera, Pera Voss, and Quartermaster Seln give the settlements people to return to. The larger cast should make the consequences visible in ordinary lives. The ending structure supports backing either major faction, earning an alternative to their war, or pursuing a darker claim of your own. Trust and fear matter separately. I want different choices to change the finale, return visits, and the stories companions tell about what happened here. 06 · Xaria, Kaius, and Oberon Xaria: already speaking and fully working in TSL Xaria already has a working in-game encounter, custom powers and class, custom voice and dialogue, and post-combat recruitment. I have created a patch for the game that unlocks the party selection screen to have 20 open slots. @Vriff Has also released a 32 slot patch recently, and I will be working with him to combine our patches and make it the best experience for modders and mod enthusiats. Seeing her scene work in KOTOR II was a big moment. She is a seer with her own history and judgment of the Exile, and I want her to feel like someone you gradually get to know. 12-xaria-encounter-opening.mp4 In-game development footage — the creature encounter and Xaria’s opening line. Earlier character model, shown in the test module. Her planned combat identity combines ritual casting, stealth, repositioning, and reanimation: Miststep: Retreat, Miststep: Ambush, Veil of the Clanless, Raise Dead, Ichor Lightning, Ichor Drain, and Ichor Heal. Her longer arc includes a personal quest, influence-dependent conversations, six authored future glimpses, and connections to the wider TSL journey. I'm now rebuilding her head. The current work has separate eyes and improvements to the face, mouth, teeth, and topology. Hair, final speech and blink behavior, and testing the replacement in the game are still ahead. An earlier topology study from the same rebuild, before the latest mouth and dental refinements. Her outfit is also planned for an upgrade, drawing on the garment, armor, and material work I've been doing through my upcoming BetterArmor mod. The whole character needs to work in motion and in conversation. Kaius: a warrior with a history to recover Kaius is the other planned recruitable companion: a Zabrak veteran and beast master whose connection to Dathomir reaches into an earlier war. He and Xaria can both take part in the planet's story, but the permanent companion choice is intended to carry a real commitment. Kaius: character concept. His progression includes four staged Force-healing and training sessions, uncovering memories and restoring abilities. His planned kit combines Ichor Warform, Beast Accord, grip, hurl, and crushing techniques, culminating in Ichor Cataclysm. He also gains a retained summon progression of Boma → Zakkeg → Borhek → Terentatek, so a later beast adds an option rather than deleting the earlier ones. Oberon: our custom rancor Oberon is a named part of Kaius's story and one of the project's strongest completed creature assets. His custom model, rig, animation, and KOTOR II creature build are in place. The armor, scarred hide, bone details, and green accents give him a presence of his own. He has a major encounter, a continuing relationship with Kaius, and a planned signature summon and side quest. The way the player treats that relationship will affect its outcome. I'm keeping the scene itself for the game. The existing companions matter too. The design bible SAO and I have written includes travel reactions, environmental interactions, and shipboard scenes for TSL's standard cast. Xaria and Kaius should become part of the party's relationships, with people like Kreia, Atton, Bao-Dur, Visas, Mandalore, and the others responding in their own voices. AI disclosure: my workflow and the voices I want to be open about this: I use AI in my workflow on Dathomir, just as I do across my other projects and tools. I know some people will disagree with that choice, especially coming from a digital creator and professional artist. I understand that people feel strongly about it. The industry is changing, though, and I don’t intend to be left behind in my own industry. I have developed, written, and managed my own programs as part of working with this technology. As a technology professional, I believe I have a duty to explore new tools in a professional and ethical way. AI is amazing technology, and it has already helped us achieve a great deal on this project. I still take responsibility for what I make with it: the artistic decisions, the quality of the finished work, and how it fits into the game. That includes AI-generated voice work for new dialogue involving TSL’s existing cast. These are new AI-generated performances, not recordings made by the original actors for this mod. My intention is to do the characters justice with carefully written dialogue and high-quality scenes that respect who they are and make the world feel more alive. I plan to include an installer option to remove the AI voices; those lines would remain readable through subtitles, without voiced audio. I’m putting this disclosure here because I want to be honest about how the project is made. I hope that honesty will be met with respect and professionalism, and that discussion will focus on the actual work: the art, writing, gameplay, and experience I’m creating. The two short examples below show the current voice work in game. Kreia: AI voice demonstration 13-kreia-ai-voice-demo.mp4 Kreia’s reaction to Xaria. Development dialogue with an AI-generated voice. Atton: AI voice demonstration 14-atton-ai-voice-demo.mp4 Atton’s reaction to Xaria. Development dialogue with an AI-generated voice. 07 · Quests, creatures, and a living planet The main story moves from the Korriban discovery and Hawk decoding scene through arrival, faction audiences, the First Keeper investigation, three interlocking evidence trails, a commitment, a route-dependent siege, and the Spirit Crucible. Its 18 design sections include alternative branches; they are not 18 separate linear quests everyone completes. The eight planned side quests: A Name for the Beast: follow competing claims on Oberon and decide what his bond with Kaius should become. The Verdant Scar: explore a crystal ecosystem where extraction, aggression, and restraint have different consequences. The Dead Do Not Testify: investigate a murder where an apparently supernatural witness still needs evidence checked. The Weight of Ink: decide what to do with records that preserve family histories and enforce ownership. A Clean White Room: confront a medical crisis involving people whose employer and individual actions do not tell the same story. The General's Shadow: work through Xaria's memories and the Exile's wartime legacy. A Soldier After the War: recover Kaius's past through his staged healing and training arc. Hanharr's Hunt: a conditional companion story shaped by the player's Nar Shaddaa outcome and Mira/Hanharr availability. Alongside the quests are environmental puzzles, skill-led solutions, creature-control choices, journals, unique equipment, ritual items, and consequence-based rewards. The item document currently contains 20 item entries and 13 power entries, in addition to Xaria's seven-power list. That includes story and endgame items, not just loot. The bestiary is a mixture of familiar Star Wars creatures and original Dathomir designs. Its 21 entries cover rancors and Oberon; the Elder Terentatek known as the Great Beast; other terentateks; zakkegs; bomas; borheks; chirodactyls; Dathomir wraids; Kwi; whuffa worms; Vesper Kinrath; Rootmimes; Scar-stalkers; Glowwing Shyracks; Fen Maws; Siphon Matrons; Ash-hounds and Ward-hounds; Starved Husks; Czerka specimen splices; echo manifestations; and ancient Kwa represented through echoes and visual history. The original designs have different roles: a Rootmime hides among hanging roots, a Fen Maw imitates a harmless light over the water, and a Scar-stalker disappears among crystal growth. Some encounters can be avoided, calmed, or approached through a companion. The Elder Terentatek also gives the work on my smaller terentatek mod a direct place in the larger project. Ambient life has its own 12-entry roster: Burra Fish, Vesper Moths, Mourning Cranes, Cairn Crabs, Thornback Gliders, Echo-singers, Hide-pickers, Lantern Beetles, Hush-leeches, Kwa-glass Snails, Scar-grazers, and Canopy Tachs. The 37-entry flora plan covers canopy trees, roots and vines, ferns and ground cover, fungi, hazard plants, water plants, dryland growth, reactive crystal vegetation, and cultivated gardens. Grave Thorns, bloodgrass, lantern lilies, glowing cave fungi, memorial trees, and crops should help each place feel different. Settlements need food, medicine, work, and signs that people actually live there. 08 · Beyond Dathomir: the Foundation One of the largest planned additions is Foundation, a worn Republic cruiser (I haven't decided if it will be a hammerhead or another ship that is equipped with a hangar) that can become a mobile home for the party, with the Ebon Hawk docked inside. The opportunity to command it is tied to the Exile's history. Accepting a title, rejecting what it implies, taking an independent charter, or refusing the offer should all be meaningful choices. Its four planned areas are: Bridge: command, navigation, the galaxy map, and story decisions. Hangar: the docked Hawk, cargo handling, party departures, and arrivals. Commons: dormitories, mess, crew life, and companion conversations. Operations: armory storage, a Republic quartermaster, workbench, laboratory, medbay, and training facilities. The fuller plan adds a first-boarding ensemble, room-specific companion scenes, training tournaments, skill sharing, changing supplies, and reactions for companions recruited later. I want boarding the ship to feel like the party moving into a new place together with proper reactions from each character their first time walking onto the crew deck. Later phases extend that into a conditional Onderon arrival crisis, with attempted negotiation, bridge gunnery mini game, boarding defense, evacuation, and a damaged ship's return; Ghosts in the Fleet, a contained HK-50 investigation; and a Ravager support sequence involving Mandalorian battalion preparation scenes, a basilisk fleet launch from the hangar, a tactical protection choice, and consequences for the people doing the fighting. As you recruit mandalorians throughout the galaxy for Mandalore, they will gather and operate on your warship. You will effectively be building your own Mandalorian army throughout the course of the game and watch them interact on the ship. There are also planned responses to Dathomir in the later Sith confrontations, a Malachor perimeter rendezvous, and a final companion moment looking toward the Exile's future. I'm keeping the reveals and the K1 character's intended resolution out of this post. These additions have to respect the original game's events and TSLRCM's restored content. The Ebon Hawk remains the fallback when a ship feature is unavailable, refused, or belongs to a later development phase. 09 · Why we're building a new renderer I don't want to build the Unreal environment you've seen above and then lose the qualities that made it worth building when it reaches KOTOR. That has pushed us toward essentially replacing KOTOR II's world renderer with our own rendering engine. The current direction keeps TSL responsible for the game, characters, rules, dialogue, scripts, and interface while a separate 64-bit renderer built around Diligent and Direct3D 12 takes on the world visuals, connected to the game's camera and frame. There is already an early live milestone: the Dathomir map has been drawn through that new renderer inside KOTOR II. Early in-game renderer test, September 30. This is the KOTOR II capture; the two main showcase images above are from the Unreal environment. The gap in materials, lighting, effects, and presentation is work still to do. Materials, foliage, transparency, lighting, ichor, character integration, stability, and measured performance all need further work. We also need to prove save/load behavior and compatibility. An image appearing in the game is an important step, but the renderer has to survive normal play. If we can make this work well, its value could extend far beyond Dathomir: more detailed geometry, richer surfaces and lighting, and a modern approach to rendering performance. It could change the scale and appearance of what people can build for KOTOR. That's the possibility driving the effort; I want the finished results to justify the ambition. 10 · The process and the road ahead The project now has a narrative bible, quest and level plans, dialogue, companion and continuity coverage, journals, rewards, epilogues, and environment and creature catalogs. Those documents are much further along than the playable planet. They give the work a direction; implementation is where we'll find out what needs to change. On the art side, the process has been references and concepts, models, cleanup, materials, rigging, animation, and repeated engine checks. My tool Ghost Studio (https://github.com/CrispyW0nton/Ghost-Studio) and the surrounding tool work help connect those stages. I've also used AI-assisted concept and asset tools, followed by inspection, rebuilding, and testing and my own drawings. A first asset or attractive render still has a long way to go before it belongs in the mod. Immediate priorities: bring the gorge and renderer closer to the Unreal master; establish reliable navigation, collision, and transitions and lighting; finish Xaria's head and outfit work; and connect the working pieces into a playable opening. The opening slice is planned to run from the Korriban discovery through the Hawk scene, landing, Wildlands, Xaria encounter, a creature encounter with multiple solutions, and arrival at the Annex. That gives us a real section of the adventure to judge as a whole. The broader production plan has four phases: Dathomir core: the main story, all eight side quests, Xaria and Kaius, essential companion scenes, faction outcomes, and the commission choice. Story development with SAO runs through this work. Foundation's first playable hub: bridge, hangar, initially combined commons/operations, storage, vendor, medbay, companion residence, and the first tour. Later-story integration: the HK-50 thread, Ravager preparations and consequences, Malachor rendezvous, and closing scenes. Expanded ship systems: the Onderon action sequence, separate interior areas, fuller training and skill sharing, and the remaining command-path variations. Each stage needs playthroughs across different choices, planet orders, and available companions, alongside performance, installation, save, and compatibility checks. I'm not attaching a release date to this yet. There is substantial work ahead, and I want the updates to show what is actually getting done. I do plan on releasing this sometime close to the official kotor remake by Saber Interactive. Or sometime after it at least, because I feel there will be many players returning to the franchise at that point as well as new players who want to experience the second game after the renewed experience to the first game. I know I've stepped away and come back more than once. I still want to see the Exile land in this gorge, get to know these people, and leave with a story that feels like it belongs in Star Wars. That's what I'm working toward. I'd love to hear what you think of the two gorge shots, Oberon, Xaria's direction, and the wider plan. Thanks to everyone who's followed the smaller mods along the way. I'm looking forward to having more of Dathomir itself to put in your hands. — ShaolinGhost AI DISCLOSURE & FEEDBACK I use AI often in my workflows to assist with creating my mods, including handling monotonous and repetitive tasks. You should assume that anything I post has had AI assistance in some way. As noted in the disclosure above, I expect discussion of my projects to remain professional and focused on the actual artwork, performance, and gameplay. Constructive criticism that helps improve the art or gameplay is welcome. Derogatory statements about AI will be ignored. I am here to improve the finished product, and I will not change my workflow to accommodate personal objections to AI.3 points
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Friends of KotOR and TSL modding: I have extended my renovation of Edge Of Darkness mod into next year, and I have set the exact date of an alternate new release. The date is February 1st. What to expect: AI voiceovers. An after ending chapter of the game. A surprise ending that is variable on a player choice. And if I can, I'll spread LS and DS points across all party members. There is an intro sequence for each planet explaining the mission that will be redeveloped. At least one landing zone NPC for every planet. A main quest in addition to planet quests. And a set of side quest, ideally one per planet. For now and for the entirety, EOD is a secret project. I cheated for a few years with the open source demo. My hat is off to all of you, Wizard, Thor, N-DReW, and Sith Holocron specifically have been incredibly helpful to reach this present state of affairs. See you all in 20273 points
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Well here we are with me using the news section for once. We have a couple of changes that will be coming later in the year, so I figured now is a good time to share. Deadlysteam will be undergoing more maintenance and changes to the site towards the end of the year. Here is what is in store: Username/display name login is going away and instead you will use your email address to login If you want to use your email address to login, you can do so now but username login will eventually be deprecated We will get yet another new theme It won't be too drastic of a change but the current design will be ever so modestly changed If you want to submit any background graphics or other ideas you can feel free to do so here! Clubs will be widely rolling out Going forward anyone that wants their own "mod forum" can use the clubs feature to create their own "forum / page" Many of you can create clubs already by going to the menu and navigating to clubs, it will be more widely made avaliable Yes this is similar to FB pages and Subreddits, you can use them or not it is up to you Status Updates are changing Status updates will have some customization done to maintain support for that feature, this means that how they look and feel plus where they can be accessed may change Tagging will be updated Right now we have an "open tagging" systems where anyone can add a tag Going forward will be moving to a "closed tagging" system which will allow us to maintain consistent tagging across DS All current tags will be converted to closed tags I will share more information on some of these changes as it gets closer to the end of the year, but as always thank you for coming to Deadlystream and feel free to ask any questions here.3 points
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Version 0.3.5
59 downloads
This is the mod you've all been waiting for. Designed using KPM patcher. The problem is simple; you can't level your character on Taris, because if you did, you would lose out on Jedi levels later. You can reach Dantooine at level 8 if you do everything on Taris... meaning you'll only ever get 12 levels of Jedi, because the level cap is a hard 20. This fixes that. Finally. Basically, instead of looking at your Character Level to determine if you can level up, this mod makes it so that the game looks at the Class Level. So you can be a level 8 Soldier... and still level to Jedi Guardian Class Level 20, for a total level of 28. This uses KPM's mapping system for levels past 20, which just continues curves already defined by vanilla behavior. It raises the level cap to 40, meaning you could theoretically reach level 20 in your original class and still level to 20 in your Jedi class as well. This also includes a fix for the old problem of not being able to back out of the level screen once you've pressed level up. And that's all in V1, Jedi Extended Progression. V2, Selectable Class Progression, takes it a step beyond that. After you gain your Jedi Class, you will from then on be asked which Class you want to level, up to level 20 for each of the two classes. It does this as minimally as possible, with a simple dialogue box that comes up after you press Level Up. I have included both options, in case people want to preserve a more vanilla feel. With V1 you can literally just play the game like normal, nothing at all changes until you eventually surpass Character Level 20. And nothing really changes then, except that you can keep levelling to Class Level 20. With V2 you could ignore being a Jedi entirely. The single level of Jedi you get on Dantooine is mandatory, but if you want to just keep levelling as a Soldier, Scout, or Scoundrel, you can. Up to level 20 in that Class. Note that you only need ONE of these files. (Coded with the assistance of AI; presented under the open source MIT license ) Requirements and Compatibilities: This installer requires the KOTOR Patch Manager (KMP) runtime. KOTOR Modern Restoration Project (KMRP) is supported and includes the required runtime, but KMRP itself is not technically required.... But seriously, you should be using it, it's incredible. Note that this should not be used alongside KMP's LevelUpLimit patch, as this modifies it for my purposes. Besides that, this should be pretty broadly compatible, as it only modifies Level Up initiation behavior. Safe to use in previous saves, should insert its functionality with no issue no matter where you are in the story. Recommended Installation: 1. Download and install KMRP. 2. Download this mod. 3. Run install.cmd. 4. Enjoy! (To uninstall, simply run uninstall.cmd) Advanced Installation: 1. Download the latest version of KPM. 2. Extract the folder, and in the resulting bin folder, run KPatchLauncher.exe 3. Use the options at the top to navigate to your swkotor folder, and the KPM folder called patches. 4. Download and install KMRP (You do not need to close KPM). 5. In KPM, select KMRP (and it's controller support, and any other patches you want except for the 4GB patch, save game memory leak, and Movie Patch, as they are included in or not compatible with KMRP; and LevelUpLimit as it is not compatible with this mod). 6. Click "Apply." 7. Download this mod. 8. Run install.cmd 9. ENJOY!2 points -
Chris Avellon interview podcast, most of it is fluff and poorly hosted, however, some things are fascinating. Worth checking out, https://www.youtube.com/watch?v=jSy8Oh2fxtw2 points
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Version 1.3.2
339 downloads
Expands supported resolutions and scales all Menus/HUD. Install - Use with Kotor Patch Manager: https://github.com/LaneDibello/Kotor-Patch-Manager - Editable K1 Executable or GOG version required - Copy Scaled Kotor textures and font files to override directory - Apply Scaled Kotor patch with patch manager and then click launch. - Alt Tab Patch and Movie Patch are recommended. - Change resolution in game - please report any bugs Recommended - K1 Modern Driver Compatibility Patch Source: https://github.com/J0-o/ScaledKotorWidescreenPatch Credits: HD UI Menu Pack - The menu background outlines were combined with custom menu borders Vriff - Supplied the custom font scaling system2 points -
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I like the idea, would be nice if an experienced 3D Artist could make it work2 points
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Version 1.0.0
18 downloads
Swap Jolee and Bastila Classes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.SwapJoleeAndBastilaClasses It occurred to me that Bastila's and Jolee's classes don't make a lot of sense for them. Jolee is an ex-Padawan who has tried just about every career path in the galaxy. Meanwhile, Bastila is a (relatively) sheltered Jedi prodigy with unique Force powers. This mod swaps their classes, and it slightly modifies their stats and abilities. I didn't change their starting lightsabers to ensure compatibility with any mods that modify those lightsabers. Instructions If you have any mods that modify Bastila's and Jolee's character files, such as offthegridmorty's "Bastila Has TSL Battle Meditation", install those first Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify Bastila's and Jolee's classes and abilities. It may overwrite any changes made to these files by other mods, but it should be compatible with any mods that don't have any overlapping changes on these files. 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 -
That's awesome!! This is exactly what I was dreaming of when I first found out about the original idea behind repeaters, and that shoddy scripting workaround I made was always only a consolation prize - the best I could do, but it never fully made me happy.2 points
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HELGA CSO2 mesh, with modified geometry, UV layout, and details. I have a similar male mesh (currently in progress). I plan to improve all the others as well.2 points
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Version 1.0.0
18 downloads
===================================================== [TSL] Lily's Jedi Robe Fixes ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: Lilys_Jedi_Robe_Fixes.zip Latest Version: 1.0 --- 1. DESCRIPTION: This mod fixes several visual issues with the Jedi robe body models. Padawan Robes: - Added color to the neckpiece, which was solid black by default - Fixed incorrect UV mapping on fingers - Fixed a gap/hole in the back of the female robe - Fixed robe clipping through the legs during run animations - Fixed a black spot appearing on the back of the torso The Padawan Robes are based on PapaZinos's "Robes With Shadows For TSL" and includes all of the fixes from that mod. Master Robes: - Adjusted boot and leg proportions The Master Robes option uses models based on DeadMan's "Movie-style Jedi Master robes" mod. You need the textures from that mod (or another mod that provides textures for it) installed before using this option - the textures will be mapped incorrectly with default textures. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are two installation options: - Padawan Robes: Fixes models for the Padawan robe. These are based on PapaZinos's "Robes With Shadows For TSL" and include all of the fixes from that mod. Any texture files will work. - Master Robes: Fixes models for the Master robe. These are based on DeadMan's "Movie-style Jedi Master robes" models, so you must have the textures from that mod (or another mod that provides textures for it) installed first. You can install one or both options. Run the installer once per option. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod installs model files to your Override folder: Padawan option: PFBIM.mdl, PFBIM.mdx, PMBIM.mdl, PMBIM.mdx Master option: PFBNM.mdl, PFBNM.mdx, PMBNM.mdl, PMBNM.mdx No 2DA files, scripts, or other game files are modified. Any mod that also replaces these model files will conflict with this one. If you use the Master Robes option, install DeadMan's "Movie-style Jedi Master robes" (or a compatible texture mod) first. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - PapaZinos - Robes With Shadows For TSL - DeadMan - Movie-style Jedi Master robes - bead-v - MDLEdit - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.2 points -
Version 1.0.0
19 downloads
This mod allows you to get your basic build online much earlier. Right at the beginning of the game, in fact. It hooks into the OnOpen function of the chest on the Endar Spire that you have to open at the beginning of the game as part of the tutorial. This chest normally contains some basic equipment related to your class, but it leaves a lot to be desired. This simply adds some basic rules: - If you have Two Weapon Fighting, you will find two Short Swords and Two Blasters in the chest (normally just one of each). - If you have Weapon Proficiency: Blaster Rifles, you will find a Blaster Rifle in the chest (which used to only be available to Soldiers). - If you have Weapon Proficiency: Heavy Weapons, you will find a Light Repeating Blaster in the chest (which is normally first reachable at a shop on Taris for 550 credits). - If you have Implants 1, you will find a Cardio Regulator in the chest. - Finally, with the optional Early Lightsaber Compatibility mod, if you have Weapon Proficiency: Lightsaber, you will find a Blue Lightsaber in the chest as well (I didn't fold this into the main mod, because most mods that give you Jedi levels from the start also handle giving you a lightsaber). Also, you may not have known this, I always forget, but if you start with at least 1 point in Stealth, you'll be given a Stealth Field Generator here as well. This is just vanilla behavior, that isn't modified here. Note that since this hooks into OnOpen, it doesn't check your proficiencies until it opens. Thus you can save beforehand and alter your proficiencies with KSE to get more or all of this. (Made with the assistance of AI; Presented under open source MIT license) Compatibility and Installation: This is a TSLpatcher mod, so it should have broad compatibility with basically everything. And installation is as easy as double-clicking the TSLpatcher.exe in the download and then using the prompt to find your "swkotor" game folder.2 points -
Version 1.0.0
17 downloads
170+ portraits to replace party and player portraits. 5 stage lightside/darkside transitions. Install - extract the .TPC files to the game's override folder How Were These Made Kotor Blender and ImageMagick. I will be releasing the scripts to easily generate matching portraits. Blender and KotorBlender plugin will need to be install but the portrait generation process does not require blender knowledge.2 points -
Version 1.0.0
88 downloads
The mod replaces the model and textures. Installation after the heads are installed. To Install 1. Download: Underwear 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Version 1.0
36 downloads
After the Dantooine Enclave sequence, there are very few opportunities to change your party's equipment before arriving on Malachor V. If you are like me and regularly unequip your party's gear to keep it available, you may then find that your companions unwisely attempt to fight Darth Traya armed with nothing but their fists. This mod makes it so that you return to the Ebon Hawk after finishing the Ravager sequence, giving you the opportunity to select your party's gear for the Malachor cutscenes. It also modifies the "traveling to Malachor" cutscene so that Atton does not appear if he has left with Kreia because of jealousy over the Disciple. This mod comes in two versions which affect how the galaxy map behaves when you travel to Malachor: - OPTION A (Limited Galaxy Map): Displays the full galaxy map, including Malachor. All planets are visible, but you will only be allowed to select Malachor as a valid destination. - OPTION B (No Galaxy Map): Does not display the full map and instead offers a dialog option confirming whether you are ready to go to Malachor. Malachor's appearance is therefore not revealed until the Ebon Hawk arrives there, as in the vanilla game. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using any of the mods noted in the "Compatibility" section below, install them first. Afterwards, navigate to the folder for either Option A or B, run "INSTALL.exe", and select the Typical Installation option. After the installation is complete, if you are using "Coruscant Jedi Temple" by deathdisco and/or M4-78 Enhancement Project, rerun "INSTALL.exe", and select the appropriate compatibility patch. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). If you are using any of the following mods, they must be installed prior to this mod: - TSLRCM - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/) - M4-78 Enhancement Project by zbyl2, DarthStoney, and Hassat Hunter (https://deadlystream.com/files/file/277-m4-78-enhancement-project/) - Coruscant Jedi Temple by deathdisco (https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/) - Jedi Temple Expansion by HK42 (https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/jedi-temple-expansion) - Coruscant - Jedi Temple Compatibility by Hassat Hunter (https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/) This mod is not compatible with any mods which add new planets to the galaxy map other than those listed above. It is compatible with mods which only edit the locations of the planets on the map. This mod is incompatible with mods other than those mentioned above which edit the following files: - a_901jump.ncs - a_escape_851.ncs - tr_leave_ehawk.ncs - a_galaxymap.ncs - k_sup_galaxymap.ncs It is incompatible with mods which overwrite pcdead2.dlg in 003ebo.mod. It may be compatible with mods which edit pcdead2.dlg in place if this mod is installed first. It is compatible with Extended Enclave (https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/), which edits a file called pcdead2.dlg in a different module which does not conflict. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 2DA Editor by VarsityPuppet TalkEd by stoffe Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thanks to Snigaroo for inspiring this by requesting a mod to allow the player to equip the party before the endgame Thanks to deathdisco and Leilukin for granting permission to include modified versions of scripts from their mods for compatibility. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author. Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission. Assets containing work by other authors also require the permission of those authors.2 points -
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Version 1.0.0
5 downloads
此文件为模组“未知星球的坠毁巡洋舰”的简体中文补丁,用户需先下载模组文件,再使用本补丁进行覆盖。 原模组链接: A Crashed Republic Cruiser on a Nameless World - Mods - Deadly Stream 模组授权: 非常感谢模组上传者“LDR”授予的汉化许可。 注意: 此模组并不包含KOTOR1本体的汉化,游戏本体汉化现处于公开测试阶段,相关信息在国内各大主流游戏/视频平台均有发布,请自行寻找。 This file is the Simplified Chinese patch for mod “A Crashed Republic Cruiser on a Nameless World.” you must download the original mod first, then overwrite with the files of this patch. Original mod: A Crashed Republic Cruiser on a Nameless World - Mods - Deadly Stream Mod Permissions: Many thanks to the mod uploader, “LDR,” for granting permission to create and distribute this patch. Note: This patch does not include a chinese translation patch of the KOTOR1 base game. The base game translation patch is currently in open beta testing, and related information has been posted on major chinese gaming and video platforms. Please search for it yourself.2 points -
Version 1.0.0
52 downloads
The mod replaces the PFHC05 model and textures. To Install 1. Download: PFHC05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Hi everyone on this great forum! 😊 I decided to start my own little thread, even though I’m still relatively new here. I’ll be posting my work-in-progress, notes on how things are done - mainly for myself, so I can come back and refresh my memory later. If it ends up being useful to someone else as well, I’ll be happy of course. I’m sure everything I’m writing about has already been discussed countless times on this forum and is familiar to everyone. But I’m still a newcomer! My already released mods: New portraits for PartyMembers HD Animated Computer Interface Saul Karath Retexture Narve's New High Poly Canderous Head While working on the Canderous head I made a bit of progress learning Blender. I only knew it at a very basic level before, because I’m a 2D artist, not a 3D one. I still don’t really know what proper topology should look like, how to paint weights correctly, how to build textures with nodes, and so on. I’ll be learning all of that gradually. For this particular head I took a high poly mesh from this mod - big thanks to the author! Of course I heavily edited it: the geometry, the UV unwrap, and the texture. I also learned a few useful texture painting tricks. Geometry-wise the hardest parts are always the eyes and the lips, because the animation has to deform them properly, and what looks fine in Blender often ends up looking completely different in the game. Something I’d like to note here for myself - how to get rid of grey spots on the model after exporting from Blender to mdl/mdx: 1. The most important step - clear Custom Split Normals Data: Select the head mesh in Object Mode. Go to the Object Data Properties tab. Expand the Geometry Data panel. If the “Clear Custom Split Normals Data” button is active, click it. This removes the old broken data and forces Blender to recalculate the normals. Also helpful: 2. Apply smoothing — Right-click the model → Shade Smooth. 3. Apply transforms — Use with caution and only when needed! Things can shift in unexpected ways. In Object Mode select the head and press Ctrl + A → Apply All Transforms. ____________________________________________ P.S. English is not my native language, so I apologise in advance if anything is phrased awkwardly. ____________________________________________ Then I decided to retexture the high-poly Bastila body from the TCS mod. The thing is, we started playing through BOSSR on stream, and there Shadow uses Bastila’s body. And we have this Bastila mod installed. So I made her this outfit. I didn’t touch the model or the UV unwrap, only the texture. I painted the alpha channel in the places that should be more shiny. Since I don’t know how the original model author would feel about this little “side project” of mine, of course I won’t be releasing this texture anywhere — it’s purely for personal use. After that I moved on to her head. I wanted both the lekku and the face itself to have more polygons. So I simply applied a Subdivide, then worked on the mesh — editing vertices, sculpting, and so on. Then I started texturing, and at that point I really wanted to add a bump map so the lekku would look bumpy the way vanilla Twi’leks do (even if the vanilla ones are very low quality). I dove deep into the problem — I remember spending entire weekends glued to this forum reading everything people wrote about adding bump. Nothing was working for me. I tried every piece of advice, converted the poor bump map to TPC every which way, opened the model files in ASCII and searched for tangent vectors… I even started recalling university calculus about quaternions and how I used to redefine matrix multiplication in C++ practicals…🤣 It turned out the problem was completely different. The BOSSR mod authors used the "Twilek05" head model, but in heads.2da they assigned it the texture name "matilda_headd". Meanwhile the model itself is linked to the texture "Twilek05". And even though the engine can pull the main (diffuse) texture information from a texture that isn’t the one specified in the model, it cannot pull bump map information (and apparently txi info as well) from a texture with a different name! I don’t know why it works this way — maybe some internal script. Anyway, once I renamed the main texture to "Twilek05.tga", the bump map to "Twilek05b.tpc", wrote this in the "Twilek05.txi": bumpyshinytexture CM_SpecMap bumpmaptexture Twilek_F05b and also put "Twilek05" as the texture in heads.2da — miracle of miracles, the game finally saw the bump map! Yes, it didn’t turn out perfect — the bumps are too fine and therefore look a bit like shimmering. I probably won’t fix it, because we had to abandon that mod playthrough — it conflicted with other mods. But I’ll write down the key points needed to add bump (even though all of this is already on the forum — huge thanks to DarthParametric and everyone else who shared advice and tutorials): Before exporting, you must enable the “Tangent Space” checkbox in the KotOR Model Node plugin options for all the meshes that need it (in my case “hair” and “head”). To verify — open the model in MDLEdit, save it as ASCII, open it in Notepad++ and search for the word “tangentspace”. On the relevant nodes it should say tangentspace 1, not 0. If it somehow still shows 0 even though the checkbox was enabled on export from Blender, change it to 1, save, open that ASCII file again in MDLEdit (it might complain that it can’t recalculate the vectors — hopefully that’s not a problem), and then save it back to binary mdl/mdx. You can also just tick the corresponding checkbox in MDLEdit itself and re-save — but keep in mind that the bump will then be applied to every mesh in the model that uses that texture, not only the ones you might have wanted. Preparing the .txi. It must have the exact same name as the main texture, and the main texture must be the one that is actually linked to the model. Inside the .txi you need: bumpyshinytexture (your Cubemap) bumpmaptexture (your bump map name) In theory bump should work without the shiny part (only the line "bumpmaptexture " in txi), but for me it never did — because in that case the engine treated the alpha channel of the main texture as transparency. Meaning: if you darken the alpha to make the bump stronger → the object becomes transparent if you leave it white → no bump is visible. Maybe I’m doing something wrong? Preparing the main texture. It must be named exactly as specified in the model (you can check that here). It needs an alpha channel that controls both the shininess (via the Cubemap) and the strength of the bump. The darker the alpha, the stronger both effects. Yes, both at once — there’s no other way. Preparing the bump map. Save the main texture as an image and throw it into this website (again, thanks for the link — found it on the forum). You can increase Strength if the texture isn’t very contrasty, and add a bit of blur (slider to the negative side). Download the result and save the texture as TGA with a pure white alpha channel. Then use tga2tpc with these settings. You can also add extra lines or strengthen the bump with the bumpmapscaling value, as DarthParametric wrote here: https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/#findComment-87017 Final contents for the override folder: the model (mdl + mdx), the main texture (tga), the .txi with the parameters, and the bump map (tpc). Phew. The last thing I learned on this head was adding new geometry — I wanted to model headphones and a stone on her forehead. Important points here: convert everything to triangles and weight-paint it to the head. To check — switch to Weight Paint mode and make sure it’s painted red. If you need a piece not to move with the head, weight-paint it to the neck instead (a different vertex group). If you don’t weight anything at all, those pieces of the model simply won’t appear in the game. 🙃🙃 I’ll say it again: I’m by no means an expert on KOTOR modding, so I apologize if I write or do anything incorrectly! And, of course, I’d be grateful for any advice, comments, or corrections.2 points
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Hi. I noticed something about these weights: the 1 and 0 regions are completely locked. The 0.5 area is where the deformation is strongest and most unnatural. I try to avoid those weights (the blue and green ones) and start from 1 instead of 0 (like in the original). The animation turns out smooth and natural. Привет. Я такую штуку заметила в весах: 1 и 0 области полностью зафиксированные. 0.5 это область с самой сильной и неестественной диформаций. Я стараюсь избегать этих весов (синие и зеленые). И начинаю не от 0 (как в оригинале), а от 1. Анимация получается плавная и естественная.2 points
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2 points
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Version 1.0.0
56 downloads
The mod replaces the PFHB05 model and textures. To Install 1. Download: PFHB05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Version 1.0.0
17 downloads
Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. Unfortunately k1 only has one item while K2 has plenty. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [K1] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [K1]2 points -
Version 1.0.0
54 downloads
The mod replaces the PFHB04 model and textures. To Install 1. Download: PFHB04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Version 1.3.0
191 downloads
===================================================== [K1] HD Female Twi'leks + NPC Diversity + Playable Female Twi'leks ===================================================== Mod for Knights of the Old Republic 1 Author: Lily File Name: K1_HD_Female_Twilek_Diversity_and_PCs_v3.zip Latest Version: 1.3.0 --- 1. DESCRIPTION: This mod overhauls the female Twi'lek NPCs in KotOR 1 and adds 26 new playable female Twi'lek heads. NPC Overhaul: - Upscaled and updated dancer outfits. - Body skin tones all match head skin tones. - Added specular highlights to body textures. - Added specular highlights with a bump map to the heads, giving female lekku the same light-reactive shine male Twi'leks have. Eyes and lips also get a subtle shine. - NPCs now use different lekku positioning per head, so they no longer all look like pure reskins. - Gives a unique appearance to: - Yuthura Ban when encountered on Dantooine - Zaerdra - Hidden Beks bodyguard, Taris - Lyn Sekla - dancer, Taris - Janice Nall - droid shop owner, Taris - Kandon's Bodyguard - Black Vulkar Base - Malare - Bastila's quest - Lena - Mission's quest - Zoriis Bafka - swoop racer, Tatooine - Casandra Mateil - swoop racer, Manaan - Zeena - swoop racer, Manaan Playable Heads: - 26 playable female Twi'lek models, including every female Twi'lek NPC. - A number of completely new heads. - Dark side transitions. - Every playable head comes with a Handmaiden-style underwear model with matching skin tones. Find the KotOR II version here! --- 2. INSTALLATION: Run Install.exe and select your KotOR 1 game directory. There are 3 installation options. - Default Installation: Includes playable Twi'lek models and replacements for NPC Twi'leks. You probably want this one. - Playable Twi'leks ONLY: Includes only models for the player character, NPC Twi'leks will remain unchanged - NPC replacement ONLY: Replaces models for NPC Twi'leks, does not add any playable characters If you use the default installation, you DO NOT need to install NPC replacement ONLY or Playable Twi'leks ONLY. You should be safe to reinstall this mod on top of itself without any problems. You will probably want to use a widescreen mod such as this Without a high resolution, the bump mapping looks pretty bad. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 1 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have met any of the NPCs, they will not have their unique appearance. You should use a save from beforehand. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Installing this should not break any other mods or have any conflicts, including K1R. This mod only touches female Twi'lek head/body models, textures, and appearance-related files - no dialogue, scripting, or module changes. Should be compatible with all other mods other than any other mods that have changed the female Twi'lek appearances, this mod will obviously stop the old appearances from showing. All files should have unique names, so this should not overwrite other mods, and it would just take Appearance.2da changes (or an uninstallation) to revert. Notably, this mod conflicts with KotOR 1 Twi'lek Female NPC Diversity That mod directly installs to the override folder instead of into modules, so you will need to uninstall that mod if you want to see the NPC appearances from this mod. However, if you wish to keep any appearances from that mod or any other female Twi'lek NPC mods, you can install those after this one to overwrite specific NPCs without an issue. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - HD Twilek base textures - Leilukin & SpaceAlex - Dahnis Unique Look - Effixian - Red Twi'lek head - DarthParametric - Twi'lek high boots model - redrob41 - Original Twi'lek head/body model fixes, original underwear, dancer, assassin models - bead-v - MDLEdit - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender - ndix UR - tga2tpc - ??? - A couple playable heads are originally from a decade-old modpack with no credits. If you are or know the author, let me know and I can credit the author/remove them. THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.2 points -
Version 2.1
386 downloads
Description Vanilla Weapons HD Upscales all weapon textures in kotor 2 using topaz gigapixel X4 The mod is split into 5 separate files: Melee Weapons HD Blasters HD Lightsabers HD Grenades HD (includes mines and detonators) Bronze Lightsaber (Download if using tsl restored content mod) Glitched lightsaber hilt fix tsl aspyr is recommended if you're using the lightsabers file. They are separated in case you already use another lightsaber mod, high quality blaster mod, or other weapon texture replacement. Installation Place the override folder into your main KOTOR 2 directory. Replace files if prompted.2 points