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  1. 8 points

    Version 1.0

    33 downloads

    This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.
  2. 8 points

    Version 2.3

    92 downloads

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory
  3. 7 points

    Version 1.0.0

    33 downloads

    [K1] Logan Starr - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’re looking at this file, you’re either a longtime fan of the Loganverse series of KotOR machinima, a new viewer that’s just come from watching the new Convergence crossover trailer or movie on YouTube, or you are very, very confused. If it’s the latter, check this link for a trailer for a quick summary. If you’re Loganverse fan already, read on. This mod changes the standard voice for the PC character to Logan Starr’s from the Loganverse movies. I asked Kevin Smets to record all of the lines that the PC says. All of the lines are listed below. Those in the know may notice that some of these lines are likely to trigger in the game – those with file names ending in 4. There’s a reason for that! In order to spice repeated playthroughs, I figured giving you extra lines which you can rename might be something you may be interested in. In the category the replacement lines are, delete the line you’d like to replace using the list below. Then rename the line with the “4” in it (or the other alternate numbered lines) to whatever you deleted. The categories that have the extra lines are: · Critical hit achieved. · Player has just received medical attention. · Player has been poisoned. · The party is regrouping. [options 4 or 5] · The player character has been selected via the menu. [option 9] · Stealth mode activated. · The weapon used by player character is either broken or inefficient against an enemy in current attack. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on a work around below if you find a suitable one. List of lines included with this mod: File name Male Lock Picking: Player is making the attempt unlock the lockbox or door p_plyermw_block1 Got it. p_plyermw_block2 No problem. p_plyermw_block3 Right. Critical hit achieved. p_plyermw_crit1 Ha! He’ll feel that for sure! p_plyermw_crit2 That hurt, I bet. p_plyermw_crit3 You won’t be getting up from that any time soon! p_plyermw_crit4 I don’t like your tone. Mines: Disarming. p_plyermw_dmin1 That one’s a dud. p_plyermw_dmin2 OK, it’s disabled. p_plyermw_dmin3 Mine disabled. Lock Picking: Player fails an attempt unlocking a lockbox or a door p_plyermw_flock1 Damn! p_plyermw_flock2 Didn’t work. p_plyermw_flock3 Damn it! Mines: Arming a Mine. p_plyermw_lmin1 One surprise trip coming up. p_plyermw_lmin2 Whoever stands on this will get a nasty shock. p_plyermw_lmin3 Mine placed. Player has low health and needs medical attention. p_plyermw_low1 [groan] I’m in a lot of pain right now. p_plyermw_low2 I should get help for my wounds. p_plyermw_low3 [groan] I’m hurt badly. Player has just received medical attention. p_plyermw_med1 [sound of relief] This should patch things up. p_plyermw_med2 This should help. p_plyermw_med3 Thank the maker. p_plyermw_med4 This feels fantastic. Player has been poisoned. p_plyermw_pois1 [groan] I think something got me sick. p_plyermw_pois2 [groan] I think I’ve been poisoned. p_plyermw_pois3 [groan] I think something is in my system. p_plyermw_pois4 [stomach gurgles] The party is regrouping. p_plyermw_rprty1 Everyone’s back again! p_plyermw_rprty2 OK, let’s get going. p_plyermw_rprty3 Hey, we can get back together now. p_plyermw_rprty4 The gang’s back together! p_plyermw_rprty5 Hey, it’s me! [laughs] The player character has been selected via the menu. p_plyermw_slct1 Yeah? p_plyermw_slct2 Yes? p_plyermw_slct3 What? p_plyermw_slct4 Hmm? p_plyermw_slct5 Sure. p_plyermw_slct6 You bet. p_plyermw_slct7 What? [alternate take] p_plyermw_slct8 Right. p_plyermw_slct9 Yeah, bub… Lock Picking: Success. p_plyermw_slock1 Opened. p_plyermw_slock2 Got it. p_plyermw_slock3 Done. The Main Character is going into solo mode. p_plyermw_sprty1 I need to go alone for a bit. p_plyermw_sprty2 We’ll just separate for a bit. p_plyermw_sprty3 Let me go on alone. Player is looking for or looking out for something. p_plyermw_srch1 I won’t miss a thing. p_plyermw_srch2 If there’s something there, I’ll find it. p_plyermw_srch3 Nothing will get by me. p_plyermw_srch4 Nothing gets by me, bub. Stealth mode activated. p_plyermw_stlh1 Not even a whisper. p_plyermw_stlh2 I’ll avoid what I can. p_plyermw_stlh3 Silent and deadly. p_plyermw_stlh4 Silent and deadly, bub. The weapon used by player character is either broken or inefficient against an enemy in current attack. p_plyermw_tia1 It’s not doing anything. p_plyermw_tia2 My weapon isn’t doing anything. p_plyermw_tia3 I need a better weapon. p_plyermw_tia4 This weapon isn’t doing anything. Installation: You'll not be dropping these into your Override folder like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I personally recommend making a folder on your desktop to put them but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me in writing before your use. Special Thanks: Kevin Smets: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s a trailer from Convergence / a link to Convergence, the latest machinima featuring Logan Starr. For the movie poster artwork used in the mod’s pictures, I thank Burning Earth Chris! The beta testers: Thanks to Untold Prophecy for beta testing this mod. Having an unbiased beta tester to check this on the PC version game was both helpful and vital. Thanks to Malkior for beta testing this on Steam. As I didn’t have a copy of KotOR1 on Steam at the time of creation of this mod, this assistance was vital! Both of the beta testers provided feedback particularly on sound levels which helped finalize this project. (Even if they were kept in the dark on who the person voicing the soundset was!)
  4. 6 points

    Version 1.0.0

    25 downloads

    Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 6 points

    Version 1.0.0

    4 downloads

    Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files.
  6. 5 points

    Version 1.0.0

    12 downloads

    New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  7. 5 points

    Version 1.1.0

    43 downloads

    Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
  8. 5 points

    Version 1.0.1

    49 downloads

    Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods 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 more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
  9. 4 points

    Version 1.1.1

    287 downloads

    Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: 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! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 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. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode!
  10. 4 points

    Version 1.0.0

    35 downloads

    This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey. To offer her a prestige class, the following conditions must be met: Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk. Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment. Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side). Alternatively, you can let her find her own path—but this will permanently lock the training option. TSLRCM is required. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
  11. 4 points

    Version 1.3.1

    42 downloads

    ===================================================== KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1 ===================================================== VERSION 1.3.1 CHANGES: -------- Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and side with Grenn instead of Samhan. ------------------------------------------------- Description: --------------- This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. (from the original readme of version 1.1 of Kotor 2 Unofficial Patch) This mod serves four main purposes: 1. Fixing quest issues: - Fixing Broken quests. - Removing available quest-related dialogue lines after quest was finished. - Making quest more focused and difficult to break. 2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES): - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban. - Unlimited creation of Handmaiden robe on Ebon Hawk. - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival. - Unlimited spawning of a landspeeder on Nar Shaddaa. - Characters, droids, turrets not resuming there animations after player initiated conversation with them. - Cycled dialogues (HK50, T3M4, Atris). 3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES): - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. - Added medical lab table to all Ebon Hawk modules. - Restricted mode on Ebon Hawk (no weapons and no head gear). - Party members are always healed on the Ebon Hawk. - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One. - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player). - Space suit will be equipped before going through the airlock on Peragus. - Every time player is learning new force power or feat from party member the text box will appear. - TSF officers will now patrol all modules not just Entertainment module 081. - Added Some Pazaak players on Citadel Station cantina. - Czerka utility droid will now weld instead of just being there. - Bao Dur is using his 'shield breaker' animation when breaking force fields. - Player will now actually shut down force cages on Peragus and Telos Academy. - Speaking on comlink cutscenes changed. - Atton and T3 playing pazaak cutscenes available. - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script. - Tobin, Nihilus cutscene is now available. - Added Hangar doors to G-wing hangar on Dxun with map note. - Added Caged beasts on Onderon. - Added Kath hounds on Dantooine. - Ratrin Vhek on Ebon Hawk. - Opo Chano on Nar Shaddaa; - B4D4, T1N1 on Nar Shaddaa; - Adana on Nar Shaddaa will appear near her mother after releasing her. - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters. - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench. 4. The last and the main reason is changing in-game cutscenes. Installation: ----------------- This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly. Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' Double click on Install.exe to start installing this mod. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click install on the bottom right. HoloPatcher creates backups of the files automatically, so no need to worry about that. If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission. Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission, and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file. Uninstallation: --------------- Double click on Install.exe to uninstall this mod. Select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Bugs: --------- During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry! Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB. My username is nonameperson66 on Deadlystream and tronotized on ModDB. Distribution: ---------------- As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to. Special Thanks: ----------------- Thank you to LucasArts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords! Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool JdNoa and Dashus for DeNCS lachjames for ncs2nss tk102 for dlgeditor and for kgff 1.3.1 NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts! Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script!
  12. 4 points

    Version 1.0.0

    54 downloads

    Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious
  13. 3 points

    Version 1.0.0

    14 downloads

    This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
  14. 2 points

    Version 1.0.0

    8 downloads

    The mod replaces the Belt icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: Belt.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  15. 2 points

    Version 2.1.0

    337 downloads

    While you sleep in the medical room, 3C-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 - (Experimental) Borderless Window Mode How to use: Place 3C-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. Bugs: - This does not work with M478 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. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher
  16. 2 points

    Version 1.1

    635 downloads

    DarthVarkor’s Dann Kasra - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 3 MAR 2019 UPDATED RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’ve seen DarthVarkor’s series, perhaps you might have considered making your main character sound like his. With this mod for KotOR1, now you can. I asked DarthVarkor to record all of the lines that the PC says. He even threw in a couple of extra takes (“p_plyermw_slct9 (improvised extra) and “p_plyermw_stlh4”) as his character might be more likely to say the lines that way. You could rename those lines to replace the normal lines if you do desire. If you decide to do that, be sure not include the original line you’ll be replacing. As his series’ main character hasn’t had the spoiler-laden reveal in this sound set, he’s not wearing a mask so there’s no filter here. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on work arounds below if you find a suitable one. Update for this release: In addition to updating this read me for acknowledge the artwork used on the download page, I have also increased the volume of the sound files included. Installation: You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. Special Thanks: Darth Varkor: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s the final trailer from Convergence, the latest machinima featuring Dann Kasra. Burning Earth Chris: For kindly providing the movie poster artwork used in the mod’s pictures.
  17. 2 points

    Version 1.1.0

    182 downloads

    Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss) - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game. Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression). INSTALLATION: Please read compatibility notes before installing. To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option. (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch. Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move any files inside backup/Override to the Override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY & OTHER NOTES: Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx. Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods. Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol
  18. 2 points

    Version 1.0.0

    130 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  19. 2 points

    Version 1.0.0

    27,087 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.
  20. 2 points

    Version 1.0.0

    5,143 downloads

    This mod will replace and update texture files. To Install 1. Download: Duros HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  21. 1 point

    Version 1.0.0

    12 downloads

    Nihilus Intro: Restore Movie ----------------------------- Description ------------ This mod restores the .bik movie version of the Nihilus introduction scene to TSLRCM. I prefer the line deliveries of Visas and the lighting of the scene in the movie version, hence why I made this mod. HoloPatcher Installation ------------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder and then double click the 'Install.exe' file. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that. Manual Installation -------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Install'. Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. HoloPatcher Uninstallation --------------------------- Double click on 'Install.exe'. Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Manual Uninstallation ---------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Uninstall'. Copy and paste all of the files in the 'Manual Uninstall' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. Distribution ------------- As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like. Special Thanks --------------- Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Bugs ------ If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
  22. 1 point

    Version 1.0.0

    102 downloads

    NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh was there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
  23. 1 point

    Version 1.0.0

    3,432 downloads

    This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting.
  24. 1 point

    Version 1.0.0

    1,697 downloads

    Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  25. 1 point

    Version 1.0

    2,333 downloads

    Replaced the main UI to something more slick, a little inspired by the original KoTOR one. Just put all the files into to your override folder. Should be compatible with everything except most other UI mods in a similar vein.
  26. 1 point

    Version 1.0.1

    2,945 downloads

    This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  27. 1 point

    Version 1.0.3

    998 downloads

    End Game This mod adds free roam to Star Wars : Knights of the Old Republic Simply finish the game and instead of the credits playing you will be warped back to the Ebon Hawk and will be able to continue your adventures or finish any quests that you might not have finished before travelling to the Star Forge System. Thor110 thanks to tk102 for pointing out the original programmers syntax error in k_inc_ebonhawk.nss Known bugs The North & South beaches on the Unknown World have some issues and entering the Temple shows a warning about the force field which is no longer there. ( though this could just be due to the way I tested the mod ) Compatibility I have no idea what mods this will be compatible with, but it definitely won't work with any mods that alter the same files as this. ( Check Uninstalling to see what files this mod alters ) Source files are included so compatibility patches can be made. Installing Install using TSLPatcher.exe and for installation during a playthrough, you will have to go back to a point in the game where you have not set foot on the Ebon Hawk. ( so Taris ) simply because I had to alter a script in the Ebon Hawk module. Uninstalling To uninstall use HoloPatcher. Edited Scripts For reference these are the editd scripts that get placed in the Override folder. k_act_makeitem.ncs k_con_makeitem.ncs k_inc_ebonhawk.nss k_pebn_galaxy.ncs k_sup_galaxmap.ncs k_sup_galaxymap.ncs k_stunt_end.ncs k_creditsplay.ncs The following files from the modules folder have some scripts edited. unk_m41aaa - Edited Scripts k_pebn_exithawk.ncs ebo_m12aa - Edited Scripts k_def_gizka02.ncs k_punk_41aa_en.ncs k_punk_fincs_en.ncs k_punk_goebon.ncs k_punk_newfight.ncs
  28. 1 point

    Version 1.6

    97 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.
  29. 1 point

    Version 1.0.0

    34 downloads

    A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". Permissions Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  30. 1 point

    Version 5.2

    64,924 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  31. 1 point

    Version 1.0.1

    10,160 downloads

    =Trask Ulgo Without Tutorials= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Trask Ulgo Without Tutorials.7z LATEST VERSION: 1.0.1 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod removes the tutorial elements from the game. For the Endar Spire, the removed in-game tutorial elements include: Trask Ulgo and Carth Onasi's tutorial dialogues on the Endar Spire The Security skill requirement to open the second door on the Endar Spire The requirement to equip a melee weapon to enter the bridge The levelling up requirement to exit the bridge The tutorials in the computer and droid repair screens In addition, this also removes the workbench tutorials on Taris, and the galaxy map tutorial on the Ebon Hawk. This mod is inspired by darthbdaman's Tutorial Remover mod. However, the key difference is my mod keeps Trask as your party member in the first area of the Endar Spire. My mod is made for players who do not wish to go through the tutorials again when replaying KotOR, but still wants Trask a party member to help them to fight through the first area of the Endar Spire. In order for this mod to take effect, you need to start a completely new game. For the best experience with this mod, it is also recommended to turn off the tutorial pop-ups in the setting menu. 2. INSTALLATION: Extract the Trask Ulgo Without Tutorials.7z file you downloaded to anywhere you like, as long as it is not within the KotOR directory. Run Install.exe, point the installer to your KotOR directory, where swkotor.exe is located, and let the installer do its job. If you have installed other mods, when you install my mod, you may receive warnings about the installer skipping at least one .mod file because it already exists in your Modules folder. Do not need to worry about those warnings, as it is just the way I set up the installer to ensure my mod will be installed properly if you are not using any other mods. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you want to uninstall this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to the "backup" folder created by the installer of this mod, cut and paste the MOD files into the Modules folder in your KotOR directory. The MOD files include: ebo_m12aa.mod end_m01aa.mod end_m01ab.mod tar_m02af.mod tar_m10ac.mod Go to the Override folder in your KotOR directory, and delete k_pend_door01.ncs. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is compatible with KOTOR 1 Community Patch (K1CP). I recommend installing my mod after K1CP. If you want to use KotOR 1 Restoration (K1R), you need to install this mod after K1R. This mod is compatible with Marius Fett's Carth's Republic Uniform and Flight Suit. This mod is compatible with Revanator's Custom Class Items. This mod is not compatible with darthbdaman's Tutorial Remover and Jedi From the Start. Any other mod that modifies Trask's dialogue will likely conflict with this mod. 6. PERMISSION: You may use assets from this mod as part of your mod, but you must credit me as the creator of these assets. 7. CREDITS: Fred Tetra for the KotOR Tool Cortisol for Holocron Toolset tk102 for DLG Editor JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  32. 1 point

    Version 1.1.1

    4,193 downloads

    This mod edits the various landing pad areas so that you can see through the Ebon Hawk's cockpit windows to the interior, which should be a bit more interesting than the blacked-out windows from the vanilla game. This mod incorporates model fixes to the Dantooine landing pad and Leviathan hangar developed by the KOTOR 1 Community Patch (K1CP) team, which are included here with permission. I have also made the following minor area model improvements: - Adjusted the Manaan hangar's ceiling layout to hide a rogue seamblocker mesh. - Edited the Korriban landing bay's lightmapping to add some bounce lighting around the floor lights. - Created new environment map reflections for the Ebon Hawk in Davik's hangar and the Leviathan's hangar to better match the hangar space. Because mods that edit the same area models are incompatible by nature, I have provided optional compatibility patches for use with other notable mods. Please see the "Compatibility" section below for further information. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using one or more of the mods listed in the "Compatibility" section below, install them first. Copy all files from "Main Installation" to your game's Override folder. Then, copy files from any required compatibility patches into Override as well, overwriting when asked. ------------------------------------------------------------------- COMPATIBILITY Except as noted below, this mod is incompatible with any other mods that edit the same files. The standard installation is compatible with the KOTOR 1 Community Patch (K1CP) and includes most of its edits to the Leviathan hangar except for the added forcefield, which can be added with the separate compatibility patch below. I have included additional compatibility patches for the following mods: - K1CP (Added Leviathan Forcefield) (https://deadlystream.com/files/file/1258-kotor-1-community-patch/) - High Quality Skyboxes II for K1 by Kexikus (https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/) - Yavin Station Hangar by me (https://deadlystream.com/files/file/2068-yavin-station-hangar/) As noted above, the K1CP compatibility patch is only required for the added forcefield over the hangar opening and is entirely optional if you prefer the vanilla-style invisible forcefield. This mod is compatible with most reskins and texture mods. If you are using a mod that reskins the exterior of the Ebon Hawk, delete this mod's version of LSI_EHawk01.tpc from Override. If the reskin includes "LSI_EHawk01.txi", open it and change the entry after "envmaptexture" to "WK_CM_LevHang". ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit and KOTORmax by bead-v tpcview and tga2tpc by ndix UR Kotor Tool by Fred Tetra Special thanks to: - DarthParametric and JCarter426 of the K1CP team for granting permission to include their fixes to the Leviathan hangar and Dantooine landing pad. - Kexikus for granting permission to include an environment map for Davik's hangar based on his High Quality Skyboxes II mod ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Updated Dantooine to include fixes from K1CP 1.1.1 - Updated Yavin Station Hangar compatibility patch to incorporate edits from version 1.5 ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. The cockpit interior elements may be treated as a modders resource and used in other mods as long as appropriate credit is given to this mod's author. The new environment maps may also be used in other mods with appropriate credit. Use of any assets which are based on or incorporate material from other authors also requires permission from those authors. Other uses not described here of assets from this mod require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.
  33. 1 point

    Version 1.1

    592 downloads

    ___________________________________________________________ A bundle of my personal nitpicks to the armory of TSL. This compilation aims to rectify duplicates among other miscellaneous stuff. All the new textures are supposed to fit in, look like they belong. Hopefully they're up to standard. ~ M'uhk'gfa uses a new texture. No longer a duplicate. ~ Mandalorian Combat Suit uses a new texture. No longer a duplicate. ~ Heavy Battle Armor uses the unused PBH01 texture. No longer a duplicate and consistent with K1. ~ Echani Shield Suit uses the unused PBD07 texture. No longer a duplicate. ~ New fixed icon for Echani Heavy Armor. Let's just ignore the fact that it's obviously Mandalorian in design. ~ Reinforced Fiber Armor touched up item description. Since I'm not changing the texture, this is the least I can do because this armor most definitely isn't made of tree fibers like in the first game. ~ Jal Shey Neophyte Armor uses the unused PBM04 texture. No longer a duplicate. ~ New icon for Mandalore's Armor. ___________________________________________________________ Bonus restorations/others:
  34. 1 point

    Version 1.0.1

    2,247 downloads

    This mod makes some minor changes to the music used at various points in the game. On Tatooine, the "Czerka theme" (previously used only for their office in Anchorhead) has been applied to all modules in Anchorhead save the cantina. For Korriban, the unused combat music has been restored in all modules barring the tombs. The music within the four tombs in the Valley of the Dark Lords has been left alone. Finally, the Manaan Sith base has had its music swapped from the Valley of the Dark Lords music on Korriban to the same music used in the Taris Sith base. To install, run INSTALL.exe* and let the patcher do the work. Easy peasy, right? *It's actually called TSLPatcher.exe this time. Whoops.
  35. 1 point

    Version 1.0.2

    169 downloads

    This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110
  36. 1 point

    Version 1.0.0

    22,322 downloads

    Re-texture of Astromech droid, for Star wars: Knights of the Old Republic. Texture Resolution 2048X2048. 1. Download: DrdAstro HD International Global mod 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated)
  37. 1 point

    Version 1.0.0

    18,545 downloads

    This mod will replace and update DrdProt texture files. To Install 1. Download: DrdProtHD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  38. 1 point

    Version 1.1

    31 downloads

    US to UK translation! Translates all subtitles in the base game, and should also work with any cut content restorations. - - - - - Not sure what 'colour' to choose for your lightsaber? Fear not! Spellings changed include favourites, such as; colour rumour travelled judgement with over 100 spellings changed!!! Simply select english and away you go! For any country that uses EN-GB british spelling (I'm looking at you ROI/AUS/NZ), or even those that don't. Two versions are available to download. For Jedi who like to fight with 'Lightsabers', or for Jedi who would prefer to wield 'Lightsabres'. - - - - - To Download: Unzip the file, drag the new dialog.tlk file into your game folder, and it's done. (Which would be in Program Files(x86)/Steam/steamapps/common/swkotor) I recommend moving the original dialog.tlk file somewhere safe incase you'd like to revert back! - - - - - Mod Compatibilities: KotOR 1 Restoration: Installing this mod after K1R enables their TLK corrections to apply to UKSpelling's dialog.tlk file. That means you'll get the grammar and typo fixes of K1R and the en-gb spellings (Not sure if this changes some of my spelling changes though!). If installing this mod before K1R, you'll get en-gb spellings but won't have the grammar and typo fixes of KR1. - - - - - Only the subtitles will show EN-GB spellings I'm afraid. In-game words such as on textures will still be the same. (Selecting any language other than english won't change the subtitles.) Enjoy!
  39. 1 point

    Version 1.0.0

    97 downloads

    Star Wars: Knights of the Old Republic - Rebalanced Force Powers [K1] v1.0.0 By Timbo Overview The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes. Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system. The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs. Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well. List of Changes Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP. Acknowledgements offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110. Compatibility Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens. Frequently Asked Questions Why do some of these changes feel like nerfs? That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more. What did you do to Aura? Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power. What did you do to Valor? Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4. What did you do to Speed? Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1. What did you do to Energy Resistance? Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances.
  40. 1 point

    Version 1.0.0

    208 downloads

    Star Wars: Knights of the Old Republic - Rebalanced Grenades v1.0.0 Overview The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters. Grenades now use the following formula unless stated otherwise: DC = 5 + Level + Dexterity modifier if DC < 15 then DC = 15 Bonus Damage = Total Demolitions Rank/2 A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks. Grenade Changes Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged Notes: A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons. Acknowledgements jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.
  41. 1 point

    Version 1.0.0

    197 downloads

    Retextures of Jawas. Jawas are sexy! Installation: unpack and place files to your game Override folder
  42. 1 point

    Version 1

    72,618 downloads

    AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. 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 THIS FILE.
  43. 1 point

    Version 1.0

    54,628 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  44. 1 point

    Version 1.0.0

    27,838 downloads

    This mod will replace and update DrdWar texture files. To Install 1. Download: C_DrdWar.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  45. 1 point

    Version 1.0

    39,980 downloads

    Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok).
  46. 1 point

    Version 2.2

    121,400 downloads

    ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues. For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  47. 1 point

    Version 1.03

    945 downloads

    These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better.
  48. 1 point

    Version 1.0.0

    194 downloads

    Non Silhouette TSL Style Portraits by Sdub Version: 1.0 Description: This was a personal mod I made to use with the Stylized portraits. I was inspired by TSL which does not have the silhouette portraits that are used before you recruit a party member. It instead uses a blank design and a border. I am no artist so I made this very quickly. Feel free to consider it a modder resource to expand and make better. Installation: Extract files to override Uninstallation: Delete files placed in override Compatibility: This mod is compatible with any mod as long as it doesn't already replace these files. K1R Compatible: Yes Tools Used: paint.net Big thanks to the KOTOR Modding Discord & Deadlystream Discord
  49. 1 point

    Version 1.0.0

    8,019 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 19.02.2022 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: After escaping Peragus, Atton will ask you questions regarding your Lightsaber. Was it a single-bladed hilt or a double-bladed hilt? What colour was it? It wasn't red, was it? All together, you can select a Single or Double-Bladed Red, Blue, Purple, Yellow, Green, Silver, Orange or Viridian Lightsaber. If you can't remember what color it was, the game will pick Cyan for you. But aren't we forgetting something??? At some point in development, Obsidian intended to add Bronze Lightsabers to the game. This colour has been thankfully restored in TSLRCM, however, you cannot select Bronze as the Exile's Lightsaber colour. In addition, you also cannot select the Short-Bladed Lightsaber as your weapon type either (Which is strange as all the coding existed for both of these to be possible). What this mod does is that it will allow the player to also select Bronze coloured or Short-Bladed Lightsabers as the Exile's past weapon. If you select any of the restored colour/hilt then it will appear in the Jedi Temple scene as well as in the hands of Atris later in the game. Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Ebmar and JCarter426: Feedback Darth Ty: Suggesting I release this as a standalone mod Bioware: For such an amazing game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  50. 1 point

    50,655 downloads

    ====================================== Knights of the Old Republic Juhani MOD ====================================== author: miro42 email: ben@floydiantheory.com website: www.floydiantheory.com/miro42.deviantart.com name: Cathar Juhani credits (thanks): Trex for his awesome tutorial and everyone at Holowan Labs. Because there are too many to name, thanks for all the great tools out there! For an actual list of programs and tools that I used, check out the little tutorial. Of course, thanks go to Bioware and LucasArts for bringing KOTOR to life. filename: juhaniCathar_head.zip file size: 183KB (435kb unzipped) date released: 18 Feb 2009 description: For those of you who remember Star Wars pre-prequel, you might remember the old Dark Horse comics series 'Tales of the Jedi'. From this series one of my favorite characters was Sylvar, the Cathar. So when I found out that KOTOR had a Cathar I was psyched. Of course then I actually saw Juhani and I was quite dissapointed to find that she looked nothing like a Cathar should. She didn't even have any hair! This mod gives Juhani an actual cat like appearance (based more off of the 'Redemption' arc than the older ones) with a different nose, bigger ears, and a squatter, but (in my opinion) cuter face. I've also retextured her head so it looks a little bit nicer. installation: Extract contents of the zip file. Place the .mdl, .mdx, and .tga files into override (x:Program Files\LucasArts\SWKOTOR by default). Start KOTOR! How easy is that?! uninstallation (is that a word?): delete the .mdl, .mdx, and .tga files from the override. notes: This is my first ever mod and I would like to think that there are no problems with it. However, computers are computers and I'm sure someone will have a problem. If this is the case please email me and I'll look into figuring out the problem. However, since this is my first mod I don't really know what else I can do as my skills are all but nill. So, try redownloading and reinstalling and see if that works. Good luck, and have fun! permissions: If you wish to use this for anything but personal use, send me an email and I'm sure I'll give you permission to use it however you like. 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 THIS FILE.