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7 pointsMay the Fourth be with all my old buddies here at Deadly Stream! Major props for keeping this community going over the past two decades!
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5 pointsv1.2.4 of the project has been released on GitHub in the releases section. https://github.com/Thor110/Expanded-Galaxy-Main Main Patch Notes - Quite a number of changes, all relatively small. Port Patch Notes - A lot of changes and the inclusion of a custom launcher which I have been holding back for a while now. Brotherhood Patch Notes - Not many changes, this is just a release to keep it in line with the other parts of the project, this still remains largely a proof of concept that porting other mods is fairly easy and requires little work. It's worth noting that Brotherhood still isn't fully tested. I have been holding back this latest release for a little while now, it's still far from perfect but the new launcher makes things a little more fancy! Also, a reminder, that my current goal is to finalise the creation of this foundational framework for expanding the games before adding in new content. My next step is to finish writing the Save Importer and Save Converter into the launcher, which will allow users to import saves from KotOR1 to use in the port and import completed game saves from KotOR1 to effect the choices you can make in KotOR2. From there I can finally begin to think about laying out the additional content for the new worlds in both games. As well as creating an overhaul portion of the project that updates the games visuals, models and textures. Extra Notes : Thor110
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4 pointsThere have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
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4 pointsI was mentioned in Episode 110 of A More Civilized Age: A Star Wars Podcast for my same-gender romance mods for KotOR 2!
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4 pointsHello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this second Dev Diary, I shall focus on the very first level of the mod – the introduction and the Jedi Temple (Please let me know if any of the links and/or images are broken) After you create your character, as we discussed in the last diary, you go through an opening crawl just as you would expect. In the following spoiler, I have written the opening crawl text that you’ll see on screen: After viewing the opening crawl in-game about a week before the mod’s release I actually realized that this is not the final opening crawl draft I had written. Though instead of delaying the mod’s release to fix this, I decided to keep it unchanged as the text still somewhat reflects the current setup of the mod. The only thing I want to address is the part about Bastila Shan, but I shall talk about her later on in the Dev Diary alongside the rest of the Jedi Council. An updated opening crawl text may be added in a future revision of the intro cinematic, or if it’s easy to change the text it can be added in one of our upcoming bug fix updates. After the crawl, the screen pans down to the Tyrena Station from the Demo. Tyrena Station’s model has been updated and the planet you see is Corellia, not Earth as some users have been teasingly suggesting. I would like to point out that, when writing the dialogues, I always imagined Tyrena Station to resemble the Tie Fighter Factory from The Force Unleashed video game. Whilst this updated model is a massive improvement, it still looks a bit small from this perspective so if you’ve seen this new Tyrena Station and felt that my dialogue is a bit odd this is the reason why. For those of us who haven’t yet played or watched the Demo on YouTube, Tyrena Station was attacked by a “Phantom Ship” which destroyed the entire station and then disappeared from the scene without a trace. For the first half of the old ROR mod, there was the mystery of exactly "what" the Phantom Ships were, were they were coming from, and who were behind them (Sith, Hutts, and the Exchange were culprits) before the player would discover that it was the "True Sith" who were responsible sending out the Phantom Ships. This lore was written before the release of the TOR MMO, and since we want the ROR mod to act as a bridge between Kotor II and TOR we’ve rewritten the Tyrena Disaster plotline to accommodate this. The scene opens up to Tyrena Station with a Republic Ship, the Sojourn, flying past it. It then explodes. When I wrote this scene out, I wanted it to be a bit more cinematic than what we have right now. I imagined the scene would play out similar to The Phantom Menace where the screen pans down from the crawl towards the ship and the camera would physically rotate as it flew past (like it does in BOSSR), the next shot would be this scene but when the station starts to explode the Sojourn would take a hard right to avoid the explosions and a piece of debris would suddenly fly towards the camera turning it black and ending the scene. Of course, what I’ve just described isn’t what was produced - but considering this mod has been in development for over a decade, has been cancelled before, and many of you didn’t have faith that we would ever release this mod in any capacity… we’re happy that we can present you, the player, with something, not to mention that this scene is still inherently better than what we had in the original demo. Whilst it isn’t yet shown, I imagine that only a chunk of Tyrena Station has been destroyed instead of the entire station itself being destroyed. I do hope that when we get the updated cinematic cutscene of the player’s ship arriving at Corellia we can see the gutted Tyrena Station floating near the planet with little ships trying to tractor it away to have it scrapped for parts. This scene I’ve described would only be made if we have a finalized Tyrena Station model and the textures and skybox on Corellia are finalized. In the original Demo, the next scene took place inside the opening crawl movie cutscene similar to how the Darth Sion, Darth Nihilus, and Darth Traya intro scenes were all shown in their own respective movie cutscene. This meant that, just like those cutscenes, all you had to do was right click and you could miss the scene entirely. The reason why this cutscene took place in the .BIK movie format is because the Coruscant set you see in the background was added in via a bluescreen effect. Once you completed the original demo, the game would teleport you inside the bluescreen area that was used to make this scene. In this cutscene, King Bardok had requested for Jedi intervention in the Tyrena investigation offscreen and the Chancellor, the General, and a few Senators debated the request amongst themselves. But in the new ROR, the first cutscene has been changed so that it now depicts King Bardok making the actual request in a cutscene in-game. The scene opens up inside the Royal Palace on Corellia, with the Chancellor, the General, and one Senator in attendance as holograms and two new NPCs flanking the King. These two NPCs are Grand Moff Julio to the left in the green and to the right is Octavian, the Grand Vizier. Julio's uniform is seen in the Demo though it's been slightly edited (more on that in a future dev diary), Julio's head was lifted from BOSSR and his hat texture used photo-sourced elements of his uniform which was made by RedRob41. The Grand Vizier's head was made by me with photo-sourced elements from Daemon Drexl's head texture (again from BOSSR) for his eyebags and his body texture is by 90SK from his classic K1 Robes mod. Their backgrounds shall be explored in a future dev diary. Fun fact: The first four lines of dialogue, the brief pause at the start with the flags and King Bardok's three lines were supposed to have Bardok kneeling before the holograms. This was removed as only the animation on the very last line worked, so for the start of the convo he'd be standing up but then at the last second he'd drop down like this. Also in attendance is General Shabayev, a General in the Republic military. In the demo, Shabayev wore a simple soldiers uniform despite being a General. In the screenshot below, General Shabayev now has his very own uniform – this uniform was actually made by RedRob41 for Carth Onasi but since the popular and highly recognizable Admiralty mod by Jinger/Kreia has free permission I decided to give Carth the familiar Admiralty uniform whilst Carth’s original uniform was given to Shabeyev. Despite this change, Carth will still have the new head RedRob41 made for him. Carth appears as a cameo towards the end of Episode One so we’ll talk more about him when we reach that point in the dev diary series . Much like in the Demo, General Shabayev is a sceptic to the New Jedi Order and as such it’ll take much good on your part to sway him to your side should you take a pro-Republic path in the mod. In the original Demo, there were two Senators: Bail Antilles and Maris Foron. These Senators used generic appearances and commoner clothing making them indistinguishable from the likes of Gana Lavin and her Waiter from Kotor I. And what’s worse, since these two appeared in a .BIK cutscene you couldn’t even check the dialogue feed to check their names. In the new ROR, Maris Foron has been removed from the initial cutscene (though may appear with a new appearance later on a different planet) whilst Bail Antilles has been replaced with a brand-new character. I did this as the name “Bail Antilles” is the name of an Alderaanian Senator mentioned in The Phantom Menace and has been used quite a bit in Legends lore due to the name being one of the old names made up by George Lucas during his early Star Wars drafts back in the 70s. This new Character is “Aurin Solo”, the Prince-Senator of Corellia and the youngest son of King Bardok. I was inspired by the character Gaul Panteer, the Prince-Senator of Alderaan in TOR. As Bardok’s youngest son, Aurin Solo isn’t the immediate heir to the Corellian throne hence why he’s on Coruscant acting as Corellia’s Senator. Here's a screenshot from the end of Episode One with better visibility than what's visible in this scene. Even though you can’t see it that well, his head was entirely done by me. His body, much like the Grand Vizier, is from 90SK's K1 Robes mod. I gave him this green outfit by 90SK for two reasons: 1) King Bardok’s outfit is also green. 2) The Green Jedi from TOR. The Green Jedi are a wayward sect of Jedi based on Corellia. In my early drafts of the ROR plotline, the Corellian Jedi were actually present in the plot but Logan23 ultimately didn’t want them and so I wrote them out (though your actions in ROR “may” result in the Green Jedi Order’s founding, though this isn’t confirmed for now). In the Legends lore, the Corellian Jedi’s robes were inspired from the old Corellian flag, which you can see in the background in this mod. If you go the Canon path for Corellia, your actions can also see the green flag changed to the brown flag Corellia is known for, though you may also be given the choice of keeping the green flag or having a different color for the flag depending on your choices. This NPC is the Supreme Chancellor, an Arkanian by the name of Helena Cinn. She succeeded Chancellor Tol Cressa in 3945 BBY after the Gordian Reach crisis in which G0-T0 droids overthrew the Sector government there. There isn’t much to say about Helena as her role as a main character will become quite apparent as the mod continues, needless to say, if you are a Dark Sider who becomes Anti-Republic then she would obviously not be your ally. Fun fact: Ancient ROR lore from 2008 suggests that her last name was originally "Marr", this was probably changed to avoid confusion with Visas Marr's character. In the spoiler below, I'm leaving another one of my controversial proposals that I wish player feedback on. Just like with my last dev diary, if you don't care about what I have to say here then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. Once the Chancellor approves Jedi intervention and General Shabayev utters the line “I got a bad feeling about this” you are taken to the Jedi Temple where you wake up in the medical bay. This scene from the Demo has been massively reworked. · Firstly, the room now actually looks like a medical bay and is no longer a reuse of Jorran’s hiding spot. · Secondly, the dialogue has been updated and improved. · Thirdly, whilst we don’t have a new voice for this character we did give him some generic beeping VO, so it isn’t mute. · Fourthly, he has a new appearance. Fun fact: This skin actually was made for another mod. Through the Medical Droid, you have the opportunity to have your species affect you stats. In the Demo, there was no information on these stat changes but I decided to list the effects in-game and the stats I listed in-game are now listed down below: These stats are unchanged from the Demo and so they may be changed upon player feedback and testing, if you do not like these stats you can always simply choose the “Species will not affect stats” and so you can have your desired build and play your desired species without your species ruining your ideal build. Special alien abilities like Zeltrons being able to read emotions, Kiffar being able to read inanimate objects, Echani having the Echani Strike feats, and all the other possible alien-based powers are not yet in the mod. We don’t want to make one species overpowered thus rendering the other alien species weak by comparison. If we are to add unique, species based, dialogue or feat options that can be considered an “advantage” then most, if not all, player species will need their own advantageous dialogue and/or feats to make up for it. The player head you chose will also determine how NPCs react to you. For example, a human player would be accepted on a human majority world like Corellia whereas an alien majority world like Nar Shaddaa may discriminate against a human player. Each species you can play as will have certain traits that NPCs can praise or discriminate you with, many of these traits are taken from their Wookieepedia pages. For example, Arkanians are known to be arrogant and so NPCs can discriminate against you because of that, Mirialans are supposed to be flexible so if you’re trying to convince someone that you’re a capable person that may give you an edge in persuading someone over other species. NPCs will be able to recognize that a Chiss has red eyes or that a Miraluka has no eyes, this can result in dialogue in which an NPC acknowledges your features or dialogue in which said NPC becomes frightened by your appearance thus making it harder for you to interact with them than other species. Most player species have NPC equivalents, so whilst Arkanian players can be discriminated against by other NPCs their fellow Arkanians won’t do such a thing and may even be easier to deal with than if you were a non-Arkanian. The only species who don’t get this are the Kalzerians, Miralukans, and Rattataki (but only because the Rattataki NPCs only appear in one area whereas the other species appear everywhere else). Arkanian Offshoots are supposed to be extinct by the time of the Jedi Civil War, so your Arkanian Offshoot player is a hybrid with another species thus retconning that plot hole. Another retconned plot hole is the fact that Arkanians see things in the infrared spectrum, Arkanian players have an “eye implant” that makes them see things normally. Zeltrons are… the opposite of a hopeless romantic if you view their Wookieepedia page. Zeltron NPCs may get unique dialogue responses in future Episodes to reflect this, and they may even get the opportunity to attempt to flirt with party members who you otherwise couldn’t regardless of their gender (Meaning you can try to flirt with the male player’s female love interest as a woman and vice versa but it’ll go nowhere, though do know there are plans for actual same-sex relationships outside of being a Zeltron player). Once you talk to the Medical Droid, you equip your Padawan Robe. There was a unique Jedi Robe based on your class that you used to get back in the Demo, but I had Logan remove that as player’s would typically want to wear the unique Jedi Robe whilst giving Drayen, your Jedi Master, your Padawan Robe. You will have the opportunity to obtain your unique Jedi Robe later on in the mod. I also have not yet touched the Lightsabers in this mod, so we still have this Lightsaber Form color crystal system from the Demo. This “might” be changed in the future to make way for modern Lightsaber designs, both in terms of Lightsaber models and reworked implementation. But for now, the Lightsaber system remains unchanged – though I do vaguely recall being able to obtain Kyle Katarn’s Lightsaber in the Demo, that was removed long ago. Drayen then comes in and starts talking, though without sound... so you have to read. The reason why Drayen, and many main characters, do not have a unique voice right now is in this spoiler below: For now, as many of us can assume, the animations these silent NPCs use are there to compensate for them being mute as they help convey the emotions these characters are going through. Fun fact: just before launch Logan actually used an experimental dialogue editor which is meant to replace the DLGEditor and using it caused all the animations to break thus disabling them all. We had to go through earlier builds of the ROR mod to try and salvage dialogues that still had the animations so that we didn’t have waste hours trying to restore the hundreds of animations we lost. Through Drayen, you are given the option to set the mod to “Canon” or “Non-Canon”. Unlike Atton in K2, there isn’t really a way to get this to work without breaking the fourth wall so this is one of the few points in the mod where we have to break the fourth wall so we can allow you to set your game to one of the two following options: “Canon” means the mod takes the Revan novel into account – meaning the Exile and T3-M4 are dead, Scourge is immortal and is waiting for the TOR Protagonist, Revan is imprisoned and is influencing the Emperor to stop him from attacking the Republic. The Canon ROR mod acts as a bridge between Kotor II and TOR, allowing you to close up any loose threads from Kotor I and II and end the Kotor trilogy on a good note before the TOR era begins… or you can do your own thing and set up a hypothetical different TOR scenario as if you were a time traveller changing the timeline. Do not be surprised if there is no literal “Revan’s Revenge” in this path. “Non-Canon” means the mod will not take the Revan novel into account, however, whilst the Exile and T3-M4 may potentially still be dead, Revan will not be imprisoned like he was in the novel and will not be actively influencing the Emperor to prevent him from attacking the Republic. The endings of the ROR mod between Canon and Non-Canon may be different, where Canon endings will simply bridge Kotor II and TOR the Non-Canon endings will give some sort of definitive conclusion to the Kotor trilogy. Drayen also quizzes you on Revan and the Exile. As this is part of an official test, I have removed the Atton-style one liners from the Demo and added a fade to black system which implies that you are reciting a historical topic you have studied offscreen. I shall discuss the varies ways a Dark Side/Light Side and Male/Female Revan and Exile impacts the story as these Dev Diaries continue. There’s a fade to black, a door closing sound effect, and Drayen is now gone allowing you to look around the room. You’ll notice that we removed the Remote droid, it was supposed to be a parody of the Episode IV Remote Obi-Wan used to train Luke with but in the Kotor II engine the player would actually fight the droid head on. Going outside, you meet your childhood friend – Liana. After you deal with her, you’ll notice that the god-ugly ray shield from the Demo has been removed. It now uses a proper door from the Vulkar Garage that is long enough to stretch across the entire hall. The Jedi operating the terminal is now a Republic Officer who will, in a future update, one day be promoted to a proper Temple Guard. He has some AI generated audio, a brand-new feature of the ROR mod we shall discuss in the next Dev Diary. Going ahead, you’ll meet your second childhood friend – Kyle. Unlike in the Demo, he won’t take the player to visit Moza who subsequently becomes the victim of an assassination attempt by a Batu-Rem copycat. The characters Liana and Kyle are both slated to become party members in future episodes, in the pre-Demo lore you were originally going to recruit two older Jedi who would become your Master figure but with the lore rewrites due to TOR your Jedi companions will now be your childhood friends. These are the main NPCs whom the player may wish to start a romantic relationship with, you recruit them the same way you recruit Brianna and Mical… via your gender, though we may change this so that you can choose one or the other regardless of gender. Though do know that our current plan is to only recruit Liana at first whilst we develop Kyle as an opponent to the player like he was in the Demo. Once Kyle’s opponent and Liana’s party member content is made then we’ll add the opposite, Kyle’s party member and Liana’s opposition content. In the room to the left, there was originally a Padawan studying the news and a Jedi Master in the corner. I originally removed the random Jedi Master and kept the Padawan though when Logan told me that the random Jedi Master I had removed was supposed to be Liana’s Jedi Master and was "important" for her plot I retconned the Padawan and made her Liana’s Master instead. Fun Fact: All of the Exile headed Jedi from the Demo used the Onderon Commoner appearances for some reason, if they were wearing clothes they'd look like this. Liana's Master is now a Yoda creature, she uses the same model and texture as the Jedi Master who trains the Younglings in the Demo. That Master has since had his species swapped to avoid similarities between him and another character in the franchise. There are currently three Yoda characters in the mod - Liana's Master, Ulon Tuain on the Jedi Council, and a third Yoda character who is yet to be revealed. Like the generic Padawan NPC in the Demo, Liana's Master also serves to introduce the player to the HoloNet news feature: Ryloth HoloNet has been downgraded, the Hologram no longer spawns upon interacting with a terminal and is spawned in by default. We may restore the spawn in functionality of the Hologram later on though for now it is easier for us just to have the Hologram spawned in from the start and it will be easier for you, the player, to spot where the HoloNet news locations are. An idea I had for the HoloNet news is "news categories". Similar to the 2002 Website, news articles would be divided into categories with many of the articles found in those categories being filler. As I didn't want to delay the mod's release by another year writing fictional tabloids for a fan-fiction mod, I haven't yet implemented this feature and for the moment you only have the one "BREAKING NEWS" category which will either be relevant to the current plot, foreshadowing the future plot, or reflects on either Revan's, the Exile's, or your past actions. On Coruscant, there are currently three articles you can listen to: the Duros Restoration Project, the Onderon Civil War, or the Tyrena Disaster article. The Duros Restoration Project is written to foreshadow the lore for the planet Duro. When the planet Duro comes out, some of things foreshadowed in this article may be present though the Duros Episode may come with a revision to the Coruscant HoloNet news to account for any future changes. The Onderon Civil War article reflects the Exile’s decision on Onderon. If the Exile was Light Side then Queen Talia is still ruling Onderon and is still part of the Republic. If the Exile was Dark Side then General Vaklu would’ve won and seceded from the Republic, the article tells you how Vaklu sending volunteers to Citadel Station at the end of Kotor II convinced the Banking Clan to fund Vaklu’s regime and allow Onderon to secede - an act the Galactic Republic was too weak to stop. After Kotor II, General Vaklu is assassinated by a beast-rider and his son is now the King of Onderon, you can imagine Effix’s Son of Vaklu head is what ROR’s current Onderon King looks like. The Tyrena Disaster article informs you about the Tyrena Disaster. This sort of article is directly relevant to the plot you’re going to face in the first Episode. Fun fact: Before the current setup with the Beast-Rider Assassin, Vaklu’s regime had a brief war with Czerka over the legal status of Dxun and Vaklu died when a Czerka starfighter Green Leadered Vaklu’s Command Ship. I’m sure we can agree the current setup is more reasonable. Each planet will have a HoloNet news hologram to speak to, and each hologram will have different news articles that’ll either detail current events you’re about to go through, foreshadow future events, or discuss the outcomes of your previous actions. Entering the fountain room you see a Rodian Jedi, she is using a head that was made by JCarter426 as part of a modder’s resource he released some years back. You will see certain aliens wearing armors and other accessories that otherwise weren’t possible in Kotor I and II. This droid guards the landing pad, this version of the Jedi Temple is based on the Jedi Temple mod so this door would lead to the landing pad the Ebon Hawk would land on in that mod. This door is now locked, in the Demo it had another ugly ray shield door and I didn't want to use the Vulkar Garage door trick twice. The Speeder bike from the Demo has been removed, the Twi’lek Padawan (who used an elderly Twi’lek head for some reason) has been moved over here and is now browsing a filing cabinet. Fun fact: The reason there was a Speeder bike inside the Jedi Temple was related to the old lore, in the pre-Demo lore the planet Coruscant could be revisited, and you had to break into the Temple and sneakily retrieve something, once you found it you would be discovered, and you would literally run to this Speeder bike and use it to flee through the window above. Returning to Coruscant, breaking into the Temple, and escaping like that has been removed. This is the training room, and if you’re a follower of my K1 mods something should become quite apparent to you. The Younglings are wearing clothes from my K1 Clothing Pack mod. Yes, the K1 Clothing Pack is fully integrated into the ROR mod, and you can spot more clothes from this mod throughout the ROR mod. The Master training them used to be the Yoda character we saw in the newsroom, at one point Logan changed it to an orange Twi’lek, but when we added JC’s alien heads to ROR we made him a Sullustan. Whilst you don’t get the chance to go sicko mode with the Younglings in this mod, you have the dialogue option to bully them before you leave. You’ll speak to Drayen near the door which led to the Jedi Council chamber from the Jedi Temple mod, and he’ll take you to the ROR mod’s Jedi Council. I must warn you that the Jedi Council scene was a pain to make and is really glitchy, behind the scenes it’s amazing that the game is even holding itself together. The scene begins with an "out the window" shot, and as you can see... we've got permission from Kexikus to include his High Quality Skybox for Coruscant. When it comes to using HQ Skyboxes in ROR, I believe the policy is this - we can reuse skyboxes only if said skybox is for the same planet in ROR. This means we'll be using Nar Shaddaa's HQ Skybox in Episode Two as the HQ Skybox is being used for Nar Shaddaa, whereas we cannot take the HQ Taris Skybox and reskin it to look like Corellia, we cannot take HQ Taris' Skybox and then use it for Corellia either - if we use the HQ Taris Skybox then it must be used for Taris. ROR Skyboxes will vary in quality due to this, like how Corellia's skybox is comparable to vanilla quality in terms of texture resolution. Though with our talented art team I'm certain we will deliver satisfactory skyboxes for all the new ROR planets that'll be worthy of your Kotor III roleplaying experience. Depending on the Exile’s alignment, you’ll be warped into either cort.mod or evcort.mod. Both modules are the exact same except cort.mod has Brianna and Mical in attendance whilst evcort.mod doesn’t, you’re taken to cort.mod if the Exile was Light Side and evort.mod if the Exile was Dark Side. The Exile’s actions in Kotor II impacts the Kotor II party members, so if Exile was Light Side that means Brianna is a Jedi Historian and Mical sits on the Jedi Council whilst a Dark Side Exile has Brianna become a psychotic Jedi-hunting assassin whilst Mical becomes a cold-hearted Senator. If the Exile was Light Side then these two party members appear in the Jedi Council scene whereas a Dark Side Exile will have these two party members later on in areas that fit their Dark Side personalities. You might be wondering; why are they both present? To which I have two reasons. Brianna canonically travelled with a female Exile alongside Mical even though it’s impossible to do in-game without PartySwap. It’s easier for us as modders just to have them both appear in-game as we don’t have to factor in conditionals for whether the Exile was male or female alongside the alignment conditionals. When I previously talked about the current opening crawl, I wanted to speak about Bastila. Obviously we didn’t know of Bastila’s canonical insignificance post-Kotor II before the Revan novel and TOR were released so Logan would’ve written the old Council to imply that Bastila was the leader back in the Demo. Canonically, according to Gnost-Dural, Bastila served as a Jedi Master in the years that followed the Revan novel but later decided to spend the rest of her life with her son, Vaner Shan. I’ve compromised with this new lore by keeping Bastila on the Council as a Jedi Master and, assuming the mod is set to “Canon”, and the player takes all the Canon paths, she will retire from the Council and will end the mod living with her Son. But of course, if Revan was female than Bastila wouldn’t have a son – whilst it hasn’t been decided yet, Bastila’s son might be replaced with a fan-fiction depiction of Carth’s daughter with Revan as her mother if Revan was female. We will also add a dialogue option to give you the option to set a female Revan to be with Juhani instead of Carth, possibly removing Revan’s child entirely or creating a fan-fiction depiction of an adopted child depending on player feedback to the idea. Outside of the romance possibilities, there is also the fact that Revan could’ve gone Dark Side and that Bastila is partially, or fully, responsible for the murder of Jolee Bindo, Juhani, Mission Vao, Zaalbar, Admiral Dodonna, Master Yandar, and the hundreds, if not thousands, of Jedi Knights, Republic Pilots, Republic Officers, and Republic Soldiers who perished at the Battle over Lehon. So whilst it may've made sense for Bastila to have become the leader of the new Jedi Order if she never had a child, with the possibility that Bastila has violated the Jedi Code at best, and is a potential war criminal at worst, there’s no way Bastila could possibly be the Grand Master of the Order if Revan was Dark Sided. So since it's easier for us modders, Bastila is simply a member of the Jedi Council and is not the Grand Master of the Order regardless of alignment or romance status. So, who is the Grand Master? Well, I believe the Jedi Council in ROR should lead by a policy of “Collective Leadership”. The lack of a Grand Master following Nomi Sunrider can be easily explained away thanks to Disney who merged all of the Expanded Universe stories into one confusing “Legends” timeline. You see, Nomi Sunrider was the Grand Master of the Jedi Order… and yet her last documented appearance in the Legends timeline was the time she participated in the Second Battle of Onderon. This story was written by the Wizards of the Coast company to promote their line of Kotor miniature sets that they had released, but because all the Expanded Universe stories were merged into the "Legends" umbrella this story, written to promote a toy line, had become Canon to the overall Legends Star Wars timeline (Canon as in the "Legends" timeline, not to be confused with Disney Canon). And you know what that means? Nomi Sunrider, the Grand Master of the Jedi Order, canonically joined Revan and the Revanchists, just like the Exile did, and fought in the Second Battle of Onderon alongside Revan, Meetra Surik, and General Vaklu against the Mandalorians… and this happened because Wizards of the Coast wanted to promote a toy line in 2008 once. This story written for a toy promotion holds just as much weight in the Legends timeline as the two Kotor games thanks to Disney, and we know from the Kotor games the only Jedi who returned to face judgement by the Jedi Council was the Exile, Meetra Surik, so that means Nomi Sunrider died during the Mandalorian Wars or fell to the Dark Side and joined Revan because that’s what the Kotor games heavily implies happened to the Revanchists. With this new bit of lore, courtesy of Disney, we can assume the Jedi Council during the Mandalorian Wars operated under a “Collective Leadership” policy which continued into Kotor II and has since continued into the ROR mod. Now, let’s talk about the other Jedi Council members. The other Jedi Council members, as you can probably guess, were not Jedi Council members before the First Jedi Purge. These would’ve been Jedi Knights during the time of the Jedi Civil War who went into exile after the war had ended and would later take it upon themselves to become the new members of the Jedi Council. Other than Bastila, Brianna, and Mical, you have new characters like Ulon Tuain, Zane Parlayy, Agnook Acib, Gruku Avadro, Piadre Doaki, and Nawbeca. Zane Parlayy and Piadre Doaki are humans, so we can assume that they were Jedi Knights during the Jedi Civil War, probably weren’t promoted to Masters due to the First Jedi Purge and would later promote themselves to the rank of Master following the restoration of the Order. Fun fact: Zane Parlayy did not have a unique appearance in the Demo, he outright reused Gendar’s appearance from the first game. I’ve reskinned the Gendar head so that Zane looks somewhat different from Gendar. Ulon Tuain and Nawbeca could be old, we know Yoda was over 900 years old by the time of the Movies whilst Chewbacca was around 200 years old. The problem these characters face is that it would make sense for these characters to have been around during the Great Sith War in 3996 BBY and the Great Galactic War in 3681 BBY. When writing these characters, we need to explain why they weren’t present for the events prior to ROR and why they don’t appear in TOR. For Nawbeca, we can assume that he was someone who kept a low-profile, not joining Revan during the Mandalorian Wars and had either gone into exile on Kashyyyk following the Jedi Civil War or on another jungle planet where he could remain hidden. Depending on his age, it is possible that Newbeca could die of old age before the time of TOR though it is also possible for him to have died through other means – various Jedi Council members in The Phantom Menace who do not make an appearance in Attack of the Clones were killed off in novels and comic books to explain their absence in the movie. For Ulon Tuain, this one is a tricky one. If we are to take Disney Canon into account than this guy was definitely alive during the Great Sith War, though due to his species decelerated aging it is possible that he was a Jedi Knight by the time of the Jedi Civil War whose role in the Order was too small to have played any important role in the Jedi Civil War, Mandalorian War, or Exar Kun War. For the same reason as Newbeca, it is also possible that Ulon died before the events of TOR, though it is more likely that he was murdered than having died of old age. Master Yarael Poof and Yaddle from Legends both canonically died doing heroic deeds to save others outside of an active war, so perhaps the same happened to Ulon or Nawbeca. For Gruku Avadro, I actually wrote some backstory for this character. He fought in the Jedi Civil War and lead the Republic forces in the Battle of Rodia against the Sith forces, the Sith were hoping to use their fleet to bomb the planet just as they did Telos and Taris but the Republic victory on that planet repelled the Sith and caused Rodia to side with the Republic during the course of the war. The above Battle of Rodia is Canon in the Legends universe, though in ROR the Battle of Rodia has been expanded for the sake of this character’s backstory. Following the Republic victory, Rodia fell into a civil war between the followers of the pro-Republic Grand Protector and the defeated Sith collaborators who waged a bloody insurgency on the planet. The concept of Rodia being a violent place full of bloody infighting is also Canon, and the idea of an insurgency occurring after one side is victorious in a war is present throughout history. Two modern examples would be Iraq and Afghanistan. Gruku Avadro stayed on Rodia and helped put down the pro-Sith Rodian insurgency, though in doing so he was MIA for many years and once the Rodian Civil War was over the new Jedi Order had already established itself. For Agnook Acib, this one is a bit tricky. There is no Canon or Legends idea of how long these guys live for, and in Legends these guys live on Mon Cala with the Mon Calamari (Admiral Ackbar’s species) who live in semi-isolation with only a few leaving their homeworld to visit the greater galaxy (Loppak Slusk, Visquis, and Saquesh are examples of Quarren who left their homeworld). This means Mon Cala is not part of the Republic and due to it being a water world it’d be difficult for a Jedi to have recruited Agnook when he was a baby. For Agnook, I’d say he developed his Force powers independently of any Force using organization (The Jedi and Sith aren't the only Force using groups in the galaxy, the Baron Do referenced in Kotor II is another Force using group) as a child and would later be banished from Mon Cala for misusing his Force Powers. It is possible that he encountered a Jedi, or the Sith, during the Jedi Civil War and fell into the company of a lone Jedi before the First Jedi Purge. This Jedi took him on as his or her Padawan and he went on to join the new Jedi Council, you could head canon this unidentified Jedi as one of the other Jedi Council members present. I personally discovered that, if you feed Kotor alien VO into ElevenLabs, it uses the alien sample to produce a usable voice. As of right now, the Jedi Agnook and your future party member Nindo from the Demo shall use AI generated VO using their species VO. This scene was a real pain to setup, I took the dialogue from the vanilla Jedi Council scene and removed 99% of the dialogue so that I could use the 5 pre-set “sitting down” animations for the Jedi Masters here before adding 4 more animations so that all 9 of the ROR Jedi Council can sit down. I then used the “Copy Node” and “Paste Node As New” function in the DLGEditor for all the lines in this scene so that I didn’t have to manually add 9 sitting down animations per dialogue. Fun fact: If I had manually added the animations, I would’ve had to have manually added this animation 378 times. As you can see from these screenshots, and in-game, this workaround paid off as we now have an authentic Jedi Council scene. However, there is a rather annoying bug with this scene. If you try to rapid fire spam click your mouse, it will not rapidly fire through the dialogues. Instead, it ends one dialogue line and makes you wait for several seconds before the next dialogue fires and this repeats until the scene ends. And what’s worse, this applies to the player responses. Due to the several second delay, it is possible for the player to select all four dialogue responses though the game will only register the first dialogue response you clicked. This particular line spoken by Piadre Doaki was originally Master Drayen’s line, but upon setting up the Council scene like this the game would always crash every time it came time for Drayen to speak. For some unknown reason, the fix for this crash was to make a Council member says his line for him so I decided to give his line to the underused Piadre. As previously established, Brianna and Mical won’t be present in this scene if the Exile was Dark Side, but for some reason, the game would freeze at the very start of the scene during the opening shot by the window if Brianna and Mical's UTC files weren't present so to fix this we replaced Brianna and Mical with generic NPCs as a temporary bug fix in the Dark Side version of this scene. In order for me to keep the Jedi Council members facing the camera when they spoke, I had to add 9 invisible NPCs directly in front of them. In the dialogue, the Jedi Council member who speaks is the “Speaker” whilst the “Listener” is an invisible NPC standing right in front of them. When I first tested this out, I didn’t realize I had replaced the invisible NPC appearance with a CEC Protocol Droid so here is how the Jedi Council scene would look if you could actually see the invisible NPCs. And at one point before this, half of the NPC puppets I was using to test how I would add these NPCs were hostile resulting in this funny screenshot. As you have probably seen in the mod already, the Jedi Council here informs you of the Tyrena Disaster and you and your Master are sent to Corellia to aid in the Republic’s Tyrena Disaster Investigation, thus kickstarting the plot of the Revenge of Revan mod. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod you can now play for yourself.
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4 points
Version 1.0.0
10 downloads
Simple Reskin - The Ravager KotOR2: TSL ------------------------------------------ Author: Kaidon Jorn March 2025 This mod is a simple reskin of Nihilus' ship - The Ravager. All done with random textures from the internet. It's the first time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway. Installation: Extract the .zip file to somwhere on your PC then just copy the subfolder to the game's Override folder. To uninstall just delete the folder from Override. Permissions: For personal use only, do not redistribute the contents herein. Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. -
3 points
Version 1.0.0
18 downloads
Fullscreen replacement loading screens for TSL. All loading screens are included. How these were created: - Captured in-game screenshots with a low FOV - Reshade effects were used for sudo-raytraced lighting and color correction - Used GIMP to apply smoothing and anti aliasing - Applied and blended 3 different "paint" filters, in GIMP - added dark gradient at bottom of screen to make text more readable -
3 pointsHello there! This is my first-ever post here on DeadlyStream, and I’m coming with some hopefully exciting news. This month I will be launching a new mod for KOTOR 1: Sleheyron: Story Mode. Built upon the legendary SithSpecter’s 2014 Sleheyron Demo, this new mod will be adding several hours of new gameplay to KOTOR 1. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! The mod is actually out of development now and is in beta testing. Feedback has been pretty good so far. Bugs to fix, but none gamebreaking. If anyone else is interested in beta testing, please do let me know. This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A several hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story (including a Leviathan rescue). 3: Approximately 30 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. If this sounds interesting to you, I would be pleased to share an early version of my first dialog from the mod, via the Reddit link below. I hope it’s an exciting enough plot hook! https://www.reddit.com/r/kotor/s/EeoYqeLFJ9 And just one small disclaimer: At this time, the mod is not confirmed compatible with other mods. I plan to update its compatibility this summer, however. I look forward to releasing this mod this month!
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3 pointsI'm hoping someone will be able to extract the texture from the relevant KotOR1 Dantooine module for the Lethisk-class armed freighter. That's the ship that's parked on top of the Sandral Estate. (Pictures attached.) I just want to have it for two reasons: To upscale that texture myself and then archive it For the unlikely possibility that someone else may be able to use that texture as a reference if they wanted to work on this previous request of mine. But at this point, it's mostly this first one.
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3 points
Version 1.0.0
15 downloads
Swoops from K2 to K1 =============== By ZobiZob ------------------ Description A small mod that changes your swoop model while racing. Either you keep the vanilla model, and it only adds a shield effect when you take damage (extracted from K2), or you can completely replace the vanilla K1 model with the one from K2 and all its animations. You have the choice between the 3 skins that there are in TSL (Classic, black, beige). There is a folder with the screenshots to see the K2 model and the different skins. Installation 1) Use Holopatcher.exe and choose one of the installation option. If you are not satisfied, you can restart the launcher and chose another option. Known Bugs and Incompatibilities Everything should be fine as long as you do not replace the model file from the swoop with something else of course. The model on the ebon hawk will still be the vanilla one. Permissions You are free to incorporate this into any of your work without asking, just credit me. Acknowledgements All materials and copyrights belong to LucasArts, Obsidian and Bioware. This mod is not to be distributed for profit, either. -
3 points
Version 1.0.0
7 downloads
Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. -
3 pointsThe same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
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3 pointsUpdate/Not really an update: I was about 16 when I thought this mod was about 30 minutes away from it's first release, now I'm 23 and it's still in pretty much the same place it was then. I'm not really sure how that happened but I promise it's been haunting me the entire time. Since my last attempt getting back into this about a year ago (could never figure out how to get SithCodec to get the dialog to play on steam), I've had computer trouble that almost resulted in all the files being permanently lost. That scare would've be the perfect motivation to finally just get it done if it hadn't left me without a laptop or computer that can run games for the foreseeable future. Because of this I've decided I''m finally just going to release HK-48 as is. I probably should've done this years ago but I kept holding off because every time I was convinced it would be silly to release it incomplete when it's so close to done. I don't really like the idea of releasing it incomplete and I'm not expecting anyone to finish it for me or even really anyone to still be interested after so long (willing to bet the guy this was originally a mod request for before i got carried away isn't still around), because someone took the time to do the voice acting for this and did such a good job that I need to upload it just to make sure that work is never lost forever. I've attached the folder basically as-is from what I could recover from when I was last tinkering with it. It has the TSLPatcher installer so there shouldn't be much issue getting to play it. I have no idea if the voice lines will play in game, there's several versions of the lines in the attached folder all formatted in different ways by the SithCodec but none worked. I can't remember much specifics so I probably can't be much help. I'll try and tidy up the files and do a proper release for it (would something like this be a modder's resource or can you label unfinished mods on the main page, i can't remember?) because it would be nice for people to see it. Like I said I'm not expecting anyone to finish it for me, but I'll still probably do a run-down in the read me of exactly what needed fixing/finishing and what stuff still needed implementing (iirc it's literally just scripts to position HK-48 properly during the cutscenes - you'll need a door unlocker armband because HK-48 gets stuck behind a locked door). There may be other bugs you come across if you play, if you encounter any please let me know. TL:DR; I'm still committed to finishing this mod (don't laugh), but nearly losing all the files recently made me think I should upload it as-is so it doesn't get lost forever. HK-48 [WIP].zip
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2 points
Version 1.2.0
30 downloads
While you sleep in the medical room, C3-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift - Music Volume During Dialogue Fix How to use: Place C3-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. Source: https://github.com/J0-o/kotor2mods/tree/main/C3-FD_patcher -
2 points
Version 1.0.0
23 downloads
In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles. The fix is to simply change the model type from 'lightsaber' to 'other'. This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL. Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models. -
2 pointsView File Manaan Rapid Transit system Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Installation 1) Make sure you have Capitaine Spoque's mod installed, unless you don't want to use it 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will basically be compatible with everything, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation. I also named my files with the most customized names I could, so you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/09/2025 Category Mods K1R Compatible Yes
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2 points
Version 1.6
39 downloads
Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. -
2 pointsHello there Salk! 1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional. 2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this. 3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures. Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!
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2 points
Version 1.0.0
23 downloads
TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well. Bug Fixes: Restored Content: -
2 points
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2 pointsConsider my mods unofficial modder's resources at this point (May 08, 2025). Feel free to change and release them as you wish.
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2 points
Version 1.0.0
34 downloads
Main idea Have you ever, while playing KOTOR, been disappointed by the way the prestige quests’ storyline on Korriban was organized, because you couldn’t tell Uthar Wynn about every quest you’d done before going to Naga Sadow’s tomb just because you “had enough prestige to become a Sith in full” ? And then, they would stay in your quests journal forever. Or maybe, you were annoyed when you discovered that to finish Ajunta Pall’s quest, you had to give away his sword and you couldn’t get it back ? Especially with amazing mods that make it look so beautiful and actually enjoyable in-game ? Personally, I’m thinking about Ebmar’s Legends blade. If, like me, this made you upset, and/or if you want it to be fixed for your playthrough, this mod is for you. You might, if you’re really into modding, have installed some files from K1R that remove the quests from your journal once you get to Naga Sadow’s tomb, but I promise you, this is a way better alternative, as it could be considered added, but also restored, content. This is my first relatively big/important mod. It contains 3 main components. You will now have in your game : 1) The possibility to tell Uthar about every prestige quests you’ve completed, even after reaching max prestige. You will, to get this dialog option to actually make the difference, have to complete one or several prestige quests after having reached max prestige and Uthar giving you his speech about Sadow’s tomb. You do not need to do the full quest after that dialog, but only to report to master Uthar BEFORE going to Naga Sadow’s tomb for your final test. To be very honest, this is mostly for dark side players, but I’m sure there are lots out there. Furthermore, I’ve played as a neutral/slightly light side character and I still had that problem (1 or 2 quests I couldn’t finish). 2) My best work on this mod in my opinion (or at least the most time-consuming one), the possibility to get Ajunta Pall’s sword back in every situation, after having completed your final test. I added new dialog options, adapted to the character of Uthar, with voice and synchronized lips movements, all for realism and better insertion into the game. If you really want to know where the sword will be, please look at the spoilers section in the ReadMe file. However, I do not recommend it. It’s always better to find out in the game. For the best game experience, I advise to do Korriban after the Leviathan part and to gain Uthar’s full trust in order to get his dialog at the very end of the planet’s storyline (after having killed Yuthura). HOWEVER, no worries, it will work if you side with Yuthura aswell, or even with none of them. It will also work if you haven't gone to the Leviathan yet. The way to get back the blade will just be different. 3) New rewards for every prestige quest you report to Uthar. They will be credits (the quantities of which increase as you complete quests), but also and mainly custom new items, as shown in one of the screenshots (I didn’t put everything to not spoil them), that I made the most lore accurate possible (not only to the game itself but also to the period’s lore). There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time, focus and perfectionism on this, but if you do find one, please tell me so I can fix it. Don’t be too harsh, I’m French, and English is by no means my first language. Same goes with the new items. They should be good, but if you think they are over/under powered, feel free to tell me about it. Optional I’m sure you will be pleased to know this mod is very customizable. It has 3 main very useful options, which you will find in my “Optional” folder : 1) “Darker unique Ajunta Pall's blade” : this will give Ajunta’s blade the red variant of IRobert’s double vibroblade’s mod instead of the white one you find in Ebmar’s mod. To me, white is beautiful, but doesn't really fit a sword imbued with the dark side (if you don’t agree with me, just ignore this option). It will also give some other swords a new variant (more lore accurate imo) so Ajunta’s one gets to be the only double red sword in the game, in order to make it more unique. For this option to work, Ebmar’s mod is mandatory. 2) “Holocron + Lashowe killed = 1 prestige only” : This is for people who don’t want to miss any of my items (or the necessary prestige level to begin the final test’s plot to be reached so easily). It’s very simple. In the vanilla game, you get 2 prestige points for bringing the Holocron to Uthar while telling him you killed Lashowe. This will reduce the bonus to 1 prestige point. This is perfect for people who aren’t afraid of being stuck because of prestige level too low but who still want a plot-friendly experience, as you don’t notice the reduction in-game (the dialog still makes you think you gained more prestige). Note that my rewards only go to 9 prestige points, which is the maximum you can get if you have this option. If you don’t take it, know that you can reach 10 prestige points, in which case you will not only lose one of the rewards, but also not get anything for reaching 10 points. 3) No Ebmar's Legends Blade : If, for some reason, you don’t want to use Ebmar’s Legends Ajunta Pall’s Blade, please put this folder’s files into your Override folder after having installed the main mod to make it compatible with the vanilla sword. Finally, there are 3 smaller but not less useful options. If, for an unknown reason hidden deep within your mind : - You only want the prestige quests fix : you don't have to run the installer, just take kor35_utharwynn.dlg and mostintrstng.lip from the "tslpatchdata" folder and put it in your Override. Same for mostintrstng.wav but you put that one in your Streamwaves folder instead of Override. Yes, it's basically only 3 files that were needed to fix this... I was really surprised when I saw no one did it before me so I thought I'd do it myself, with some improvements. - You don’t want to get the new items while completing your quests : After having run the installer, delete givePrstg_reward.ncs from your Override folder. - You don't want Ajunta Pall's blade back : After having run the installer, delete gvPallswrdkll.ncs ; givRvn_swrd.ncs ; kor35_enter.ncs and kor39_utharwynn.dlg from your Override folder. Requirements For the main part of my mod (prestige quests fix), nothing is needed. If you don't want the new items nor Ajunta Pall's blade parts of the mod, jump straight to the installation section. For the Ajunta Pall's blade AND new items parts of my mod to work, you must download 2 other mods first : 1) [K1] Vibroweapons replacement pack retexture by IRobert : 2) [K1] Legends - Ajunta Pall's Blade by Ebmar : This one is optional but highly recommended. It is needed for main option 1. If you really don’t want to use it, see 3) in optional section. Installation 1) Make sure you have the necessary mods installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) If you want 1, 2 or the 3 options, open the right folder(s), take all of the files and drop them into your Override folder (after the main mod). 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. See in the ReadMe file for uninstallation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will not be compatible with any mod that modifies Uthar’s dialog in the Sith Academy and/or in Naga Sadow’s tomb. If you encounter any issue, feel free to report to me. Thanks 1) LanguageWriter123 (aka CollisionalConch), without whom I literally couldn't have made this. His help with the scripts and dialogs was essential, given the beginner with KOTOR modding that I am. 2) SAO for his excellent and detailed advices as well as his suggestion to make new custom items instead of using boring vanilla ones. Thanks to his help, every new item has a backstory that you can read when you get it (or later). 3) JCarter for his exhaustive and accurate help with teaching me how to make lip files. 4) IRobert for his amazing Vibroweapons replacement pack for K1. My mod would be a lot uglier without it. Other credits to seph6, Deadman and RevanDark for the vibroweapons, DarthParametric, BioWare and LucasArts. 5) Ebmar for his Legends - Ajunta Pall's Blade for K1. Man, this sword is gorgeous. 6) All the amazing people who made the awesome tools I used for this mod : Lips tools, Holocron Toolset, KOTOR Tool, Kotor Scripting Tool, ERFEdit, TSLPatcher tools and HoloPatcher. 7) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. -
2 pointsI have questions. Here are a few . . . to start. What's your modding experience? As you’ve never posted here before, no one here is likely to know of any work you may (or may not) have done before. What's the size of your beta team? Who is working with you on this? Is it mostly a solo affair? Do you have any screenshots other than the galaxy map which could have come straight from Sithspecter's mod? With some minimal research, I see you’ve posted two videos on YouTube. Will all of your characters be aliens? If so, is that why you say there won’t be any AI voices? In those two videos, I don’t think I saw any lip sync for the dialogues? Are you planning to fix that, preferably before the next teaser video release? (But especially before a mod release.) Why are you starting with a planet mod as your first KotOR mod? So, it sounds like there are about 26 new modules in your mod that Sithspecter hasn’t created. Are they actually new or are they reskinned previous modules? Speaking of skins, have you made any new ones? Or is it a combination of recycling of materials found in the base game combined with what Sithspecter may have provided in his previous effort? This last one may be out of left field but I just have to ask: Are there any areas in the mod which render characters as orange colored?
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2 points
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2 pointsAny suggestions on a direction for new work, for me? I'm asking for some input. Some of you may know of my skills. Any requests? Thanks - 90SK
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2 points
Version 1.0.0
15 downloads
This mod is a simple request I had @Effixfulfill. Quanon's Jolee Reskin has always been one of my favorites and I sought to use it alongside @Dark Hope's HD Jolee Bindo, but the skin tone was too dark. With Effix's help, Dark Hope's skin was lightened to match Quanon's and I think the results are great. I obtained DH's permission to release this retexture so I posted it for anyone else wanting to use it. Huge thank you to Quanon, Effix, and Dark Hope for their outstanding work! To install, jump drag everything to your Override folder and overwrite if asked. If you want to use this for anything, ask Effix and DH. -
2 pointsHey there, everyone. This is the mod idea, to make an Ajunta Pall reskin (as it has been done before) but with the look of the Red-Armored Sith we saw in the Tales of the Jedi - Golden Age of the Sith #0. I always thought that Red-Armored Sith Lord were supposed to be the First Dark Lord of the Sith, the one that Sith species treated as a god, as you can see in the comic: However, it was a surprise to me when I looked for more information about the original Sith Lords and found out one of those original Sith Lords (the Leader) was called Ajunta Pall, who appeared on KotOR as a ghost, thinking we was going to have the Red-Armored guy I saw in the comic (spoiler: it was not, it's another Sith Lord that hasn't been definited). So I decided to play the game for the 1st time, and when I arrived to Korriban I figured out Ajunta Pall had this generic Sith Warrior skin: It seems that other fans had the same dissapointment, so I started looking for mods to replace Ajunta Pall skin with a more menancing one. The 2 mods that I found were this ones, made by Silveredge9, and VarsityPuppet: I found this mods amazing, but I still would like to see Ajunta Pall as the Red-Armored Sith Lord I saw in the TotJ: GAotS #0 comic. There's a better look of this Red-Amored Sith Lord The Dark Side Sourcebook (2001): Yeah, I know this Sith probably was never meant to be Ajunta Pall, but I still like the idea. Its design is amazing and it could be an interesting lore connection with Tales of the Jedi comics if this Sith is actually Ajunta Pall, the 1st Dark Lord of the Sith. So it would be amazing if this idea could become possible!
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2 pointsBastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
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2 pointsTo save you time as I saw this post, I wrote a tutorial on porting levels between the two games which is my tutorial series in the tutorials section, it's a fairly straight forward process, much easier to do from scratch than sorting through the files in my project to isolate the files needed for doing that. I have considered adding the tombs back in myself, but I think it's kind of fitting that they are blocked off and likely supposed to have collapsed, plus I have enough work to do for the project as it is so I avoid making more for myself.
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2 pointsI just want to say great work and thank you for making such an enjoyable mod for my favourite game of all time! Its been a long time since I played a Kotor mod that aimed to continue the story of the first two games. I'm excited for future episodes. Also, I realize any critiques I mentioned are all things that take a ton of time and effort to accomplish so please don't think I don't have respect for what was done with this mod. Critiques: 1) I am a little baffled at the decision for secondary and even background characters to get voice overs but some main story characters get none. Makes it feel less polished. It would be nice for all the companion characters, main story line characters and the council to be voiced. I get its a mod but with something that is so story driven it just makes me feel less invested having to read a lot of the dialogue. 2) I would love to have seen some new feats/powers be added. Maybe ones that are specific to the player character, maybe based on species/Jedi class combination. I know there are attribute changes based on which species you chose so more depth there would be really interesting. We have all likely played Kotor 1&2 multiple if not hundreds of times and having new options for building your characters would make the experience feel more like a 3rd game rather than a mod. 3) Last critique, the movies being in original quality is really jarring. Not sure if this is something I can edit with an HD movie mod (compatibility issue?) but I was expecting more custom cut scenes like the establishing shot of Corellia which sure isn't a Hollywood quality cut scene but man it shocked me how well that looked compared to some of the low res movies used elsewhere, which were just cuts of the original movies. Now what I liked: 1) The story is REALLY good. The writing particularly is impressive here. I almost want this to be two different likes but ill keep it in one. Is there some broken or sometimes meaningless dialogue? Yes, but its definitely on the lesser side compared to the really well crafted dialogue and story. Clearly lots of time and meticulous work went into both writing and story. I was interested from the moment I started playing. Without spoiling the plot, it fits almost seamlessly into the period after the Jedi Civil War/Dark Wars and those events. The Republic and Jedi Order are rebuilding and the Galaxy has to learn how to trust both again. We even get a familiar choice, allowing us to decide some of the events of the previous games to set up the story beats in this mod. Very well done. 2) The way you populated the worlds, its just great. One of my biggest gripes with vanilla Kotor is how empty the worlds feel at times. Obviously this was due to hardware limitations back in the day and not being able to have hundreds of NPCs running around who you can interact with. But great job making cities like Corellia and others really populated. 3) Love being able to play as aliens. I always thought it was silly that you couldn't play as aliens in vanilla Kotor. So a really nice touch adding them. also the number of head models is great too! 4) Kinda surprised by how seamless this was to install. I would have expected a mod of this nature to require more hands on install but you did fantastic work here. 5) Music was good. Smart use of other Star Wars tracks but the custom music doesn't feel out of place whatsoever. I will say some track give me late 90s early 2000s MMO music vibes but I find that charming so I'm cool with it. There is much more about the mod I could talk about but I think my ramble sums up my most pertinent opinions. Really great work and I am super excited for more! I gave 4/5 stars simply because I think this mod has SOO much potential. I'm hoping when its all finished that the community looks at this mod with the same regard as TSLRCM. I think it can be that good. Also, if anyone knows compatibility for mods like HD movies, HD UI, Modern FOV and so on, please comment saying so. I went in just with this RoR for the best compatibility possible.
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2 pointsAlright maybe a port of Freedom Nadd's Tomb for Sorzus Syn Maybe How About a Port of Freedon Nadd's tomb from KOTOR II
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2 pointsThere's a lot in here you'd expect from a Kotor total conversion mod. Very happy with what you guys have put out. It basically feels like this was made for me. Specific items I liked: Green dialogue + Corellian flags (small thing, but visually appealing) News holos (In ideas I've had for a TC mod, I have considered doing exactly this same thing in the same way) Togruta in the main menu (I have experimented with porting Togruta heads from SWTOR) Dialogue barks in the Corellian merchant square (Whoever was in charge of this did a seriously fantastic job) The first cutscene! Ronto quest Animations in dialogue The voice of a certain Duros Canon and Non-Canon options (ignoring the Revan novel but leaving things open for the possibility of SWTOR is exactly how I would do a K2 TC) Overall positives: It WORKS. Area transitions. Containers. NPCs. Objects. Just about everything that allows interaction actually responds. The reskins, module editing, and in particular the prop placement are done very well. Everything is cohesive. It doesn't feel scattered, disjointed, mismatched, etc. (In particular it appears the Iziz sky ramp models were removed from re-used Iziz modules, which if I saw correctly is a good example of what I'm talking about. The King's chamber, with all its props/objects, looks distinctly different from Talia's palace, too.) The concept of the story and the writing. Padawan assisting in an investigation. The lore of KOTOR era sources is taken into account and obviously appreciated in a way that it wasn't in SWTOR (Mentioning Tol Cressa, the situation in the Gordian Reach, the situation on Duro, the Exar Kun war, the aftermath of the JCW, etc.) Species-specific stats and dialogue Stat-relevant dialogue options Functioning quests Gripes (not particularly important, observations you may or may not take into account): Dialogue could use another couple passes to correct spelling mistakes, but also to tighten it up. Some lines could be improved simply by removing a word or two. Once in a while, characters will just talk a little too long. This isn't to say the dialogue overall is poor, but that it is in a decent state and could be made excellent. Bao-Dur, Quan Drayen, and Nessa at Esbek in particular Bao-Dur is pretty close to sounding right. There's a handful of things that felt like they were phrased out of character. Sometimes it feels like Quan Drayen is hitting me over the head and telling me I'm playing a video game. "A companion, if you will" (This one was amusing, but I think the rest of the things he said like this were not) Nessa repeatedly says "hubby" and it rips me right out of the experience. I get what kind of character she's supposed to be. It still seems out of place. Speaking of husbands, there is a woman in the cantina who refers to her "partner", and in the context of a lot of these characters being involved with the CEC, it is confusing if she means business partner or husband at first. Cut back on "Agrilat" just as an example. I think the husband in Esbek says something about his work "sinking in the Agrilat swamps". Drop the Agrilat. It's cleaner. Are the re-used Iziz modules supposed to take place in Coronet? I recall an area transition for "Corellian Merchant Square", which feels vague. It took me probably 10 to 15 minutes of running around to figure out there was an area trigger for the damaged speeder out in the swamps. The journal did mention the speeder, so I was able to figure it out eventually, but it wasn't clear to me the speeder was blocking the specific path I was supposed to go down. I thought at first maybe the mod was broken and I was supposed to enter a non-interactable door I had found. The PC interjecting about Revan in the King's chamber felt very forced. There seems to be no reason for the PC to think that, especially considering the way Drayen chides the PC for not paying attention to their studies. I have to talk to the bouncer to enter the cantina on Corellia, which triggers the same dialogue every time from Drayen about my decision-making. Anyway, I'm familiar with how much work this all is. I've played with Holocron Toolset, KLE, KBlender, K-GFF, etc. I only bring up gripes to possibly help hone the final product. I'm really impressed, really enjoyed playing. I've said before I have been following since I was a kid lurking on LucasForums, so it's really great to finally see this release. Thanks so much for sharing with us and keep up the great work!
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2 pointsWow congratulations on your release. It's amazing the dedication you and your team have to see the mod through after all these years. I just started a game and did the introduction and am already hooked. I picked the non-canon version of the story since I am a huge fan of the Jedi Exile and do not like what the novel did to them. I just have one minor complaint since the dialogue is not voiced the onscreen text moves too fast sometimes and I am not a fast reader. But no big deal I had the same problem in the vanilla game with some of the alien's dialogue.
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1 point
Version 2.1.0
37 downloads
Kinda Sorta Transmog v2.1.0 Ever found a new armor that has great stats but looks awful? Ever downloaded a mod that gives your companion cool new clothes, but then it's wasted because you equip better armor on them anyway? Then this mod is for you! These armbands, when equipped, will make the character look like they're in their default outfit, no matter what armor they actually have equipped. They also give a thematically-relevant buff just so they're not completely useless stat-wise. There is a known bug with KotOR 1 that causes Disguises (these bands function as Disguises in the game's code) to become permanent if you have one equipped and are forced into another one, or certain other triggers. As is the case always with KotOR, save often and in different slots, and remove the bands before any segments that are known to trigger the bug. If you find a character is staying in their default appearance even if you unequip the band, open your save in KSE and change their appearance back to Party_NPC_Name. That should fix the bug (keyword "should") but if not, luckily you've saved often and in multiple slots. Big thanks to myrkor on Nexus for bringing this to my attention. How to get the items: - For now, you'll need to use the console to acquire the bands. Codes: - giveitem bastilaband - giveitem canderousband - giveitem carthband - giveitem joleeband - giveitem juhaniband - giveitem missionband - There are 90 codes for player characters, one for each possible combination of Class and Head. The codes follow a pattern. P for Player, gender (M or F), race (A for Asian, B for Black, C for Caucasian), class (S for Scoundrel, M for Scout, L for Soldier), then 01-05 for which head. - Example code: giveitem transmogpfal03 (this would give you the armband for a Soldier with Female Asian Head 03. - I'll be workshopping a better way to give the player the items, but for now this is my best option. When in doubt, a little trial and error goes a long way. Install: - Just run the HoloPatcher! If you already have a previous version of the mod installed (2.0.0 or earlier), you have my sincerest apologies. You will probably need to start a new playthrough for the mod to work properly with this version. And I recommend it, because any companion recruited after the previous version was installed will be stuck in their default clothes even if you remove the armbands. So if you installed the mod before starting a new playthrough, that would be all of them. Thanks to DarthParametric for helping me discover this. Uninstall: - Move everything from the backup folder into your override, and delete bastilaband.uti, canderousband.uti, carthband.uti, joleeband.uti, juhaniband.uti, and missionband.uti from your override. You'll also have 90 "transmogxxxxxx.uti" files in your override you can delete. *** Please do not use my mod in other mods without permission. You can message me on DeadlyStream to discuss it. Thank you! *** Compatibility: - The mod uses HoloPatcher to dynamically add rows to appearance.2da instead of overwriting anything, so I don't foresee any compatibility issues with appearance.2da. Send me a message if you discover any conflicts! Future Plans: - Add variants that have just the transmog or just the buff, for folks who feel the buff is too good or want to have the buff while seeing the equipped armor. - Immersive Acquisition for the bands. I have the rumblings of an idea but not totally sure. There are 96 of them. - Re-theme the items for each character, i.e. give Mission a memento from Griff to equip instead of an armband. Also make each band only equippable by the proper character. Presently, any character can equip any armband, so you could make Canderous look like Mission, or make Carth look like a player character. - Patches for clothing mods from other developers. Send me a message if you want one and I'll try! - High in the sky apple pie hopes: Proper transmog. A method to apply the visuals of any armor you want instead of just your default clothing. This is gonna be a colossal undertaking so I'll do my best. It might be on the back burner until I get the basic version of Kinda Sorta Transmog for KotOR II published. Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools - myrkor on NexusMods for making me aware of the Disguise bug and helping to troubleshoot it. - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars - The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive during this project. Changelog: - 2.1.0 - 4/15/2025 Companions will no longer have the bands equipped automatically upon recruitment, this was causing issues because their actual default appearance wasn't being generated. Also gave the appearances new Labels to aid in fixing the Disguise bug if it occurs. - 2.0.0 - 3/24/2025 Player Character Bands added, all 90(!) of them. Anticipating a snag here or there but will address as needed. - 1.1.2 - 3/23/2025 Fixed some stuff in the readme, this time without breaking a bunch of stuff. - 1.1.1 - 3/23/2025 Fixed some stuff in the readme, broke a bunch of other stuff. - 1.1.0 - 3/23/2025 Each character will now have their band equipped when first recruited. Added unmodified relevant .utc files and appearance.2da into tslpatchdata in case enduser's override folder doesn't already have them. - 1.0.0 - 3/22/2025 Initial Release -
1 pointThe nostalgia bug recently bit me and I thought it might be fun to play some KOTOR2, with mods of course! After a bit of tinkering I think I have a working mod set up running on Linux. I thought that my experience might be useful to someone else attempting to install mods on Linux or a maybe a Steam Deck. A fair warning though, I have not had time to play test yet beyond running around on Peragus so there could be issues that I haven't discovered or steps that I forgot that I did. I'll try to update if I run in to any issue but I'm not promising anything, I have a nasty habit of spending days modding a game only to never actually play it when I'm done! First install the native Linux version of KOTOR2:TSL from steam Next download the latest KOTORModSync (currently 1.0.2) https://github.com/th3w1zard1/KOTORModSync - linux-x64.zip - KOTOR.Modbuilds.Rev10.zip (Contains KOTOR2_Full.toml modlist we will be using) The install directly can be found at ~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/ All regular game assets are in the subdirectory 'steamassets', this is where mods will be installed, not in the main game install directory Run the game once to make sure it runs properly, I'm using Arch Linux with Hyprland(Wayland compositor) so I needed to add 'SDL_VIDEODRIVER=x11 %command%' to my launch commands to get it to run properly. The kotor2.ini found in the steamassets directory is not used, delete it. The correct kotor2.ini is found at ~/.local/share/aspyr-media/kotor2/swkotor2.ini Create a symlink to it in the steamassets directory ln -s ~/.local/share/aspyr-media/kotor2/swkotor2.ini swkotor2.ini Backup you KOTOR2 directory in case you make a mistake: tar zcvf kotor2.tar.gz Knights\ of\ the\ Old\ Republic\ II You can restore with rm Knights\ of\ the\ Old\ Republic\ II tar zxvf kotor2.tar.gz Open KOTORModSync and load the installation file (KOTOR2_Full.toml) Create a directory to store mods in (I use ~/Games/KOTOR2Mods/) Go through the mod list and download each mod to you mod directory from the link. Make sure to download The Sith Lords Restored Content Mod as a zip from the google drive link and not the regular exe installer. There are also a few cases where if you download a mod form ModNexus instead of DeadlyStream the name of the zip file will not be correct and needs to be renamed. As of writing this there are 2 issues with this mod list, this first one is with 'Reflective Lightsaber Blades' (New_Lightsaber_Blade_Model_TSL). currently the included version of Holopatcher has issues reading info.rtf files with non UTF-8 encoding and a error window will pop up. This does not actually appear to affect the installation of the mod and can be ignored. This issue will be fixed in the next relese. The second issue is with 'Improved AI' and requires some work. For some reason the zip file you download contains the mod compressed into a self extracting 7z file. KOTORModSync does currently not appear to be able to extract self extracting 7z files on Linux. My Solution was to extract the mod manually, repack it as a 7z file and alter the install instructions (7z on linux can handle 7z SFX exe files just fine). unzip imporvedai.zip cd Improved\ AI/ 7z x Modified\ AI.exe 7z a ModifiedAI.7z Modified\ AI Move the new 7z file to you mod dir and change the mod install instructions to: 1. Extract <<modDirectory>>\ModifiedAI.7z 2. TSLPatcher <<modDirectory>>\ModifiedAI\Modified AI\Install AI Tweak.exe 1 Set your mod directories. Mod Location is the mod dir you created (~/Games/KOTOR2Mods/ for me) and Kotor Directory should be '~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/steamassets/' - Run pre install validation, if there are any issues detected you will need to fix them. You can find a log file in the KOTORModSync directory that can help you troubleshoot issues. - Choose 'Mock case-insensitive filesystem' - Run 'Fix duplicate files/folders' - Click 'Start the install' and cross your fingers, hopefully you set up everything correctly and installing mods should complete successfully. This takes quite a while. - All files in steamassets need to be lowercase, in some cases files installed by the mod will have uppercase lettering. There is probably a better solution but I created the following script and ran it in each directory that contained files that needed to be renamed. Be VERY careful not to run it from any other directory: # !/bin/bash for file in *; do #Suppresses all errors as not to spam errors when file does not need to be renamed mv -v "$file" "$(echo $file | tr '[:upper:]' '[:lower:]')" 2>/dev/null done I was going to try and use Reshade shaders with vkBasalt but unfortunately that was to much for my poor laptop's integrated graphics but it did seem like vkBasalts SMAA anti-aliasing worked better the KOTOR2's build in AA so I stuck with it. To get vkBasalt to work with KOTOR2 on my set up I need to run it through gamescope. Install gamescope, I'm using gamescope-git from AUR but regular gamescope from extra my work for you. If you're trying to follow this guide on a steamdeck you should already be using gmescope. See https://wiki.archlinux.org/title/Gamescope Once you've installed gamescope add 'gamescope -h 1080 -H 1080 -f -- %command%' to your steam launch options and make sure you can launch the game Install vkBasalt fro AUR yay -S vkbasalt copy the default vkbasalt config file to your KOTOR2 dir cp /usr/share/vkBasalt/vkBasalt.conf.example .local/share/Steam/steamapps/common/Knights\ of\ the\ Old\ Republic\ II/vkBasalt.conf Enable SMAA and whatever else you want (I you are going to give reshade shaders a try then the best source of shaders seems to be here: https://github.com/gripped/vkBasalt-working-reshade-shaders) effects = cas:smaa Enable vkBasalt by adding 'ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log"' to your steam launch options. My finally launch options look like this: SDL_VIDEODRIVER=x11 ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log" gamescope -h 1080 -H 1080 -f -- %command% And that's it! I hope this will be of some use to somebody
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1 point
Version 1.0.2b
19,728 downloads
This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. # Background # The blade of the fallen, Ajunta Pall's Blade - I have always thought about something that is dark-enigmatic about the blade after hearing those words, so this project was started to accommodate the idea. # About this Mod # This mod replace the default Ajunta Pall's Blade appearance with the "Legends" rendition. The new blade is using the amazing IRobert's [K1] Vibroweapons replacement pack retexture base texture and model, which having that science-fantasy feeling to its design and concept. I edited them later particularly on coloring and scheming to match my interpretation of the blade. IRobert gave permission for everyone to freely use, change or modify the mod with *redistribution* policies applies. * With v1.0.2 included the model fix kindly provided by the infamous Dark Lord of the Sith, DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting. The new blade trying to fits the concept of the true Ajunta Pall's blade, which described as - Those features can be seen on the blade now. # Final Remarks # I suggest you to install VarsityPuppet's Spectral Ajunta Pall Canonical Appearance first and then install this mod after. This mod aims to complete the Ajunta Pall's personal items part. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Choose your installation preferences - then run the installer [TSLPatcher.exe] and hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove these items from the Override folder - ireb_apallblade.tpc ireb_apb_glow01.tpc ireb_apb_glow02.tpc iw_vbrdblswd_037.tpc w_vbrdblswd_037.mdl w_vbrdblswd_037.mdx Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build There's an option for this mod to be compatible with VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped. Just make sure to choose it only after those mods has The main installation of this mod is not compatible with the said mods, and/or any mods that hard-overwrite the Tomb of Ajunta Pall/korr_m37aa module For this mod to be fully effective you should at least load a saved game before entering the Tomb of Ajunta Pall [korr_m37aa] module The mod is play-tested with both the latest version of KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered everywhere. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to IRobert, DeadMan, seph6, RevanDark, DarthParametric, BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warmwelcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played IRobert, DeadMan, seph6, and RevanDark for [K1] Vibroweapons replacement pack retexture DarthParametric for his assistance on GFF editing in v1.0.1 and the model fix in v1.0.2 and ultimately for the past-present knowledge which allows me to create customs also for all his outstanding creation that I am a fan of VarsityPuppet for the permission to have Spectral Ajunta Pall Canonical Appearance being awesomely stand-out in the screenshots and inspiring me with his work JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax ndix UR for tga2tpc stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them TK102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the mod's users that provides reviews and constructive feedbacks pre v1.0.2 - gerblul, todevuch, JustABitAgroed, Ebony Moon etc. All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb -
1 pointBecause it is shown That XoXaan was buried on Korriban and Sorzus Syn was buried there too
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1 pointFeel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
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1 point
Version 1.1.0
22,617 downloads
*********************************** Knights of the Old Republic *********************************** TITLE: A Crashed Republic Cruiser on a Nameless World (1.1) AUTHOR: LDR FILENAME: ldr_repshipunknownworld FILESIZE: 176 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder. NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know. This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods. To uninstall, remove the files from their respective folders in the SWKotOR directory. ------------------------------ » STANDARD INSTALLATION ------------------------------ 1) Double click TSLPatcher.exe. 2) Click the "Install Mod" button and select your SWKotOR game directory. 3) Sit back, relax, and wait for the installation to complete. ------------------------------ » MANUAL INSTALLATION ------------------------------ 1) Open up the tslpatchdata folder. 2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory. 3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory. 4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one). ------------------------------ » OPTIONAL INSTALLATION ------------------------------ 1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. 2) Double click TSLPatcher.exe. 3) Click the "Install Mod" button and select your SWKotOR game directory. 4) Sit back, relax, and wait for the installation to complete. --------------- Mod Permissions --------------- You may not use any assets of this mod in your own mod without first contacting me. ------------ DESCRIPTION ------------ This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable. You must have a save before setting foot on the Unknown World. Please make sure to trigger the Rakata encounter on the beach before exploring the cruiser. -------------------------------------------------- » Version 1.1 Changes -------------------------------------------------- - Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple. - Corrects reported spelling/gramatical errors. - Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods. ----- BUGS ----- Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod. Exploring the cruiser before triggering the Rakata encounter on the beach can break the cutscene. To be safe, make sure to trigger this BEFORE exploring the cruiser. "Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect. If you find any please post them in the comments or send me a direct message. I will address them as soon as I can. ------------------- » MODULE/ITEM NAMES ------------------- For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins. m41ae m41af 152unk 153unk m41ai m41aj LHC LHW Blaster Pistol template 020 Forearm Band template 019 Gauntlet template 019 ------------- Voice Acting ------------- DarthTyren as Medical Officer Audio Log Mellowtron11 as Engine Officer Audio Log Sith Holocron as Republic Captain Audio Log Zhaboka as Kolgrim ----------- Permissions ----------- Permission granted from Darth InSidious to use his alternative beach Hammerhead textures. Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods. Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod. Permission granted from Thor110 to repurpose his ported K1 Harbinger modules. ------- Credits ------- - To the people who created the tools which have allowed me to create this mod. - Kotor Tool..........................Fred Tetra - K-GFF GFF Editor/DLGEditor..........tk102 - ERF Editor/TSLPatcher...............stoffe - MDLOps..............................cchargin/JDNoa - Lipsynch Editor.....................JDNoa - XVI32 Hex Editor....................Chmaas - CSLU Toolkit........................Oregon Health & Science University My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you! JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much. Lachjames for his assistance in helping me generate/test .lip files. Snigaroo for bug reporting and feedback for the 1.1 patch. All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag. All of you who downloaded this mod! Thank You! -
1 point
Version 0.52.0
222 downloads
================================================================ IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE. ================================================================ Description: This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. The process followed is generally: run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work. Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing. A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing. For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue. For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance. For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting. Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file. Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread. There will be three versions of this mod to choose to download: 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files. I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. ================================================================ Compatiblity: For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps. Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions). I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one. ================================================================ Installation: Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps. The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file. ================================================================ Uninstall: Delete unwanted files from the game's Override folder. ================================================================ Thanks for modding tools: KOTOR Tool – Fred Tetra mdlops (used version 7a2) - cchargin, JdNoa NWMax – Joco Replacer - Taina tga2tpc - ndix UR KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides Hex-editor XVI32 2.55 - Christian Maas ================================================================ Permission: Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version. The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago. This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission. As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software. ================================================================ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. KotOR upscale completed list v0_52.xlsx -
1 point
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1 point
Version 1.0.0
24,914 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
126 downloads
You don't need the previous versions of my mods (As for my two previous versions) I REALY THANK Dark Hope to let me use the textures of her great mode here is the link of her great mode I've only edited the face and the body in my version the base work is hers. Very talented ! -
1 pointwhen i try to extract i get an unexpected error 0x8096002A any work around? cause all that extracts is a folder thats empty named source
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1 pointThank you for producing this. I was determined to use the K1R on my first playthrough of KotOR I in ~15 years. Extra content sounded awesome. Well, I should have done more research before downloading that mod. Ran into tons of bugs. Lesson learned that K1CP is better. Running across this mod was a delight. Rather than picking between K1R and K1CP, it looks like we'll get to have our cake and eat it too. Looking forward to future updates with more K1R content.
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1 pointFor the BaB mod, this is possibly related (though goes a lot further than you wanted); This is the changelog for a feat mod I'm working on. It's for both K1 and K2, but fulfills the same function. There are a lot of changes in there, but most of them are minor consistency tweaks between the games, restorations, or small fixes, similar to JC's Feat Fixes. There is also a ton of QoL edits and description changes to make the games more new player friendly (and also old player friendly because the game does a really bad job explaining itself). For K2, the major changes are restoring BaB and restoring the K1 style AC bonus feats. Instead of scaling forever, you just get the bonuses up to +6 at level 12. I've also stripped the bonuses from the Soldier and Jedi Prestige Classes (only Scoundrel, Droids, and Starting Jedi Classes get AC bonuses). This reduces player AC by 4-8 at level 30, without affecting the early game, but I'd like discussion on it. I've made the Superior Weapon Focus and TwF feats generic. Now that BaB is restored, the Weapon Master and Marauder don't need them to stand out. I've also tweaked the Saving Throws for most classes. Starting Jedi Classes are now in-between the Jedi and Sith prestige classes in terms of Saving Throws. I kept the Sith having slightly worse saves as I like it thematically, while making sure the Jedi Prestige classes get better saves than their base classes
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1 pointDon't say I never did anything for you: DP_Bao-Dur_Armour_and_Robes.7z I haven't even looked at it for about 3 1/2 years though, so you're on your own as far as doing anything with it. The adjusted head to match was already released as a modder's resource. Edit: To clarify for people arriving here in the future, the attached file is a modder's resource. You can use it in your own work with the usual constraints - don't redistribute it by itself, and provide credit in any released work.
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1 point
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1 point
Version 0.9
310 downloads
A simple retexture for the PFHB01 head! No DS transitions--but I'd be happy to make them if people are interested. =INSTALLATION= 1. Extract the TGA file from the zip. 2. Drop it into your override folder. All done! Feel free to leave a comment if you think the texture could be improved in some specific way.