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Showing content with the highest reputation since 02/29/2024 in Files

  1. 5 points

    Version 1.0.0

    7 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 22.03.2024 Pre-Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo. This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead. Installation: Simply click on the INSTALL.exe and you'll be given two install options. "Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris. "Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris. Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body". Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic. If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP. You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website). You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris: N_CaloNord01.tga -------> N_CaloNord02.tga N_CaloNord01.txi -------> N_CaloNord02.txi N_CaloNordH01.tga -------> N_CaloNordH02.tga N_CaloNordH01.txi -------> N_CaloNordH02.txi This feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above. And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option. Description: Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins. 2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen. The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris. Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both. With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris? Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris? Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris. The possibilities are endless! Known Bugs: If there are bugs feel free to report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that change Calo Nord's model & character files post-Taris. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish. Thanks to: SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod! Watcher07: For making the Calo Nord Recolor mod! Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place! JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  2. 5 points

    Version 1.0.0

    66 downloads

    Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  3. 5 points

    Version 1.0.0

    86 downloads

    New textures for Escape Pod. Resolution 2048x2048. To Install 1. Download: LTS_EscapePod 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.
  4. 4 points

    Version 0.1.3 Beta

    186 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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.
  5. 4 points

    Version 1.0.0

    41 downloads

    Restored Rage Feat By djh269 Date: 22.02.2024 Description: I was looking through k_inc_force.nss and I notice some leftover Force Powers / Feats and decided to restore Zaalbars Rage Feat. Compatibility: Compatible with any mods, if there's any issues please don't hesitate to contact me. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  6. 3 points

    Version 1.0.0

    11 downloads

    Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid. SUMMARY Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat. DETAILS In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill: damage = (level + 1.5*Repair)/2 With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only. PERMISSIONS Please do not reupload this mod. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  7. 3 points

    Version 1.1.0

    380 downloads

    Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL
  8. 3 points

    Version 1.0.0

    91 downloads

    New textures for armor. Resolution 1024x512. Edited model - DarthParametric To Install 1. Download: Stunbaton 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.
  9. 3 points

    Version 1.0.0

    130 downloads

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  10. 2 points

    Version 1.0.0

    16 downloads

    This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10. Star Forge Horde Half - For people who are playing the game for the first time. Star Forge Horde x2 - Jedi Knight difficulty. Star Forge Horde x3 - Jedi Master difficulty. Star Forge Horde x4 - Jedi Grand Master difficulty. Star Forge Horde x5 - Chosen One difficulty. Star Forge Horde x10 - You are insane.
  11. 2 points

    Version 1.10.0

    175,009 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  12. 2 points

    Version 1.0.0

    15 downloads

    Droid Overhaul 1.0 By djh269 Date: 12.03.2024 This comprises four separate mods as seen below: TSL Droid Items Port Description: This ports most of the Droid TSL Items into K1 and distributes them across all planets found in K1. Please see below for item stats: Advanced Baragwin Droid Items V2 Description: Back in 2004 Achilles released a mod called Advanced Baragwin Droid Upgrades found here: https://lucasforumsarchive.com/thread/135599#post-1. I wasn't on Lucasforums when it was still available and I wasn't able to download the mod from his website. 20 years later after the initial release I've decided to recreate it. This mod adds 9 Advanced Baragwin Droid items and 1 normal version of a Baragwin Droid item (Droid Interface). Please see the below for item stats: Droid Feat Gain and Skill Changes Description: - T3-M4 feat gain is now the same as Scouts (increased by 1 feat in total). - T3-M4 now gains the same skills as a Scoundrel (increased by 4 skill points per level). - HK-47 feat gain is now the same as Soldiers (increased by 11 feats in total). Droid Feat Availability Change Description: - A small change to the feats that are available to both HK-47 & T3-M4. - Changes the Blaster Integration feat description of T3-M4 to match up with his ability to use new larger blaster types. - Grants Weapon Proficiency Blaster Rifle and Heavy weapons to T3-M4 at level 1 as per other characters. This is a duplicate of my other mod found below, I wanted to have an all for one Droid Overhaul and decided to include the file within this mod, for the screenshots of the changes please refer to the below link: https://deadlystream.com/files/file/2420-droid-feat-availability-change/ Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Mod used in screenshots: Credits: Fred Tetra - KOTOR Tool Cortisol - Holopatcher Achilles - For his original mod
  13. 2 points

    Version 1.0.0

    16 downloads

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts.
  14. 2 points

    Version 1.0.0

    34 downloads

    This mod will replace and update PLC_Sign texture files. To Install 1. Download: PLC_Sign 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 1.0.0

    31 downloads

    This mod will replace and update PLC_Desk1 texture files. To Install 1. Download: PLC_Desk 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
  16. 2 points

    Version 1.0.0

    41 downloads

    Deadmans TFU Lightsaber pikes for K1 1.0 By djh269 Date:18.02.2024 Description: As per request I have ported over Deadmans Saber pikes from TSL into K1. You can find the Pikes on one of Korribans merchants. https://deadlystream.com/files/file/138-tfu-lightsaber-pikes-for-tsl/ Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For the original TSL mod Holopatcher - Cortisol
  17. 2 points

    Version 1.0.0

    21 downloads

    Jedi Armor By djh269 Date: 05.03.2024 Description: - Adds 3 armors to the game that allows the use of force powers. - Changes the stats for Bandors Armor and Exar Kuns armor to be balanced. - Based upon: https://www.gamefront.com/games/knights-of-the-old-republic/file/jedi-armors-no-force-power-restrictions by lactose_intolerant Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  18. 2 points

    Version 1.0.0

    141 downloads

    Jedi Choice Dialogue Enhancement Author: Emperor Devon Version: 1.00 File Name: Jedi Choice Dialogue Enhancement.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION The cheesiest three lines in KotOR for me are: "I want to be a Jedi Guardian!" "I want to be a Jedi Sentinel!" "I want to be a Jedi Consular!" They read like something an 11-year-old would yell. I can't take them seriously. So, this mod replaces those three lines with nine different lines, which vary depending upon your PC's alignment. Light Side • "I would defend those who cannot defend themselves, Master Dorak. The Jedi Guardian's path calls to me." • "I would uphold truth and justice, Master Dorak. The Jedi Sentinel's path calls to me." • "I would serve the Force above all else, Master Dorak. The Jedi Consular's path calls to me." Neutral • "I would take battle to the Sith, Master Dorak. The Jedi Guardian's path calls to me." • "I would expose treachery wherever it may be found, Master Dorak. The Jedi Sentinel's path calls to me." • "I would heed the Force above all else, Master Dorak. The Jedi Consular's path calls to me." Dark Side • "I would destroy the Order's enemies, Master Dorak. The Jedi Guardian's path calls to me." • "I would root out traitors wherever they hide, Master Dorak. The Jedi Sentinel's path calls to me." • "The galaxy's lesser troubles are nothing before the Force, Master Dorak. The Jedi Consular's path calls to me." 2. COMPATIBILITY There is another mod (whose name I forget) that replaces the "I want to be a Jedi <class>!" lines with "I wish to be a Jedi <class>." You'll have to pick between that mod and mine, as they modify the same dialogue file. Otherwise, this mod is compatible with all other mods. That includes the several dialogue.tlk mods which modify your PC's dialogue options. 3. INSTALLATION Copy the file to your override folder. 4. UNINSTALLATION Delete the file from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with this file. If you use it in another mod, or upload it to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home for KotOR modding • tk102 for his dialogue editor • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER 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.
  19. 2 points

    Version 1.0.0

    72 downloads

    Czerka Docks Dialogue Enhancement Author: Emperor Devon Version: 1.00 File Name: Czerka Docks Dialogue Enhancement.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod alters the conversations with the Czerka guard and docking bay master on Citadel Station. The Docking Bay Master Your PC may now use [Force Persuade] to make him cooperate over the false Batu. It bugged me that Kreia could do this but a PC with Affect/Dominate Mind could not. Your PC may now use [Force Persuade] to make him share his information for free. Again, classic use of the Force upon the weak-minded. Your PC may now use [Persuade] to haggle down his price from 25 credits to 10 credits. The difficulty is slighter higher than the initial [Persuade] check to make him admit he can help. Changed his response to Kreia's "You will help us find..." from "But I see no harm..." to "I will you help find..." Mind tricked people are supposed to parrot back the Jedi's words. Changed a couple PC lines to better reflect the docking bay master's prior responses. For example, if you threaten him and he doesn't budge, your PC will say a surlier "Fine, I'm going," instead of "I'll be going." Added several PC responses to other lines of his. Mostly cosmetic things (e.g., "Very good" after he says your shuttle is prepped for departure) to make the conversation feel more real. Fixed a developer misspelling. "Discrete" should have been "discreet". Fixed a developer grammatical error. "I must protest to your language!" is now "I must protest your language!" The Twi'Lek Guard Your PC may now use [Force Persuade] to make him open up about the wanted criminals. Previously, the only option was to threaten him for dark side points. Your PC may now use [Persuade] to offer him a 20 credit bribe towards the same end. Changed the PC's "I'll be doing" line to a more fitting "All right, I'm going" after the guard asks him/her to leave. Added two PC minor responses to the information he gives: "That's all I needed" and "That's not much." As with the duros, these are intended to make the conversation feel more real. Minor alterations, but it bothered me that haggling and Jedi mind tricks weren't options in those conversations when they are in most others. 2. COMPATIBILITY This mod should be compatible with all other mods. I know of none that alter the dialogue files for these NPCs. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS Cortisol for developing the Holocron Toolset Deadly Stream for providing a continued home for KotOR modding tk102 for his dialogue editor Wine's developers for letting me run Windows tools over Ubuntu Wizard for continuing to work on the Holocron Toolset BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER 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.
  20. 2 points

    Version 1.0.0

    29 downloads

    Ravager Rapid Transit Author: Emperor Devon Version: 1.00 File Name: Ravager Rapid Transit.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core. There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave. If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her). If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so. Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better. 2. COMPATIBILITY This mod is designed for use alongside the TSLRCM. If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.) This mod is compatible with all other mods. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home to KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER 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.
  21. 2 points

    Version 1.0.0

    3,262 downloads

    This is a companion to my K1 Main Menu Widescreen Fix mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). But of course the major feature is that it swaps out Darth Malak for Darth Revan. There are four versions included: Version A uses the vanilla Revan N_DarthRevan01 texture, upscaled to 2048x2048. This texture will override the original and be used by the Revan stunt model (or flowing robes mods) during the game. Alternatively, the menu model will make use of any third party texture of the same name, should you prefer those. Version B uses a uniquely named texture, so it will not override the one used in-game, and the menu model will not make use of third party textures. Additionally, the envmap mask on this texture was adjusted to tone down the shininess of the chest and arms, as I found that a bit too overpowering. Version C uses a further modified version of B's texture to also adjust the colour of the helmet/mask visor to make it a little more apparent. Version D takes this a step further and adds a slight glow (self-illumination) to the visor. Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model (including my own - although the replacement KOTOR logos are compatible). As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, navigate to the folder that contains your desired version, copy and paste the files into your Override folder, overwriting if prompted. If you are using version A and wish to use someone else's texture, don't copy N_DarthRevan01.tpc. Known Issues The crossed over belts lack a proper animation, so they are basically static. Even scaled up the Revan model lacks the shoulder width of the Malak model, so crossing the arms was a bit difficult to replicate. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for TGA2TPC. Thanks to @ebmar for enquiring about the feasibility of the Malak/Revan swap, leading me down the rabbit hole of actually making the mod.
  22. 1 point

    Version 1.0.0

    13 downloads

    Jedi Sentinels Gain Sneak Attack By djh269 Date: 11.03.2024 Description: - In TSL Jedi Watchmen/Sith Assassin classes are granted the Sneak Attack ability, as class stages goes Scoundrel>Jedi Sentinel>Jedi Watchmen/Sith Assassin I thought it'd be better to boost Jedi Sentinels with the feats, as they are the weakest Jedi class in my opinion - Grants Jedi Sentinels the ability to use Sneak Attack level 1-10 - Grants Bastila 2 levels of Sneak Attack when you first recruit her as that's what a level 3 Sentinel gets - Also changes Bastilas character to have Sneak Attack level 1-10 the second time you recruit her later in the game Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Mods used in screenshots: Credits: KOTOR Tool – Fred Tetra Holopatcher – Cortisol
  23. 1 point

    Version 1.0.0

    332 downloads

    --------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's Cassus Fett's Battle Armor AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- Cassus Fett's Battle Armor uses the same texture as the Mandalorian Armor, this mod changes that so that the armour gets a unique texture and accompanying HD icon. The look is inspired by his appearance in the comics. There's other mods that do the same, but this is my take on it. This mod won't change the item if you've already acquired it (from Adum Larp, Dantooine Courtyard). You need a fresh one (if needed you can simply cheat one in; giveitem g_a_class9009). ------------------------- INSTALLATION ------------------------- Unzip, copy the files in the subfolder to your Override folder. --------- BUGS --------- None known. -------------------------- COMPATIBILITY -------------------------- Not compatible with other mods that change or include the same files. ------------------------- UNINSTALLING ------------------------- Remove from the Override folder: g_a_class9009.uti ia_Class9_077.tga PFBH77.tga PMBH77.tga ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - Sdub for inspiring me to work on this armour - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  24. 1 point

    Version 1.0.0

    4 downloads

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.
  25. 1 point

    Version 1.3.0

    372 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.3.0 Release Date: 03.03.2024 Installation: Please install the K1 Community Patch FIRST! Install Duros: Armed & Ready BEFORE Heart of Beskar (This mod is required for Heart of Beskar to work properly)! Simply click on the INSTALL.exe, click install then sit back and watch the TSLPatcher do its magic. Description: Heart of Beskar is a total NPC Overhaul for the Mandalorian faction in Kotor 1. This mod shall add new Mandalorian Soldier variants, add new items, and add new loot drops for Mandalorian NPCs found throughout the Kotor galaxy. New Mandalorian Variants: 1) Mandalorian Recruit: The Mandalorian Recruit is a fresh convert to the Mandalorian belief system, embracing the Mandalorian culture as one embraces a new religion. As fresh recruits, they are the weakest form of Mandalorians you shall encounter. The Duros NPCs who help the Mandalorian faction on Dantooine are mostly made up of recruits and shall wear the new Mandalorian Combat Suit. 2) Mandalorian Initiate: The Mandalorian Initiate is not a full fledged Mandalorian yet, though they're not a fresh recruit either. They replace a select few Duros NPCs on Dantooine and shall wear the new Mandalorian Heavy Suit. 3) Mandalorian Soldier: The Mandalorian Soldier is the normal blue Mandalorian Soldiers from the vanilla game. They wear the Mandalorian Light Armor which replaces the vanilla Mandalorian Battle Armor. 4) Mandalorian Scout: The Mandalorian Scout is a Mandalorian variant from the popular mod "Brotherhood of Shadow: Solomon's Revenge", the Scouts are included here as a homage to the old mod. They're found on Dantooine and wear the new Mandalorian Scout Armor. 5) Mandalorian Marauders: The Mandalorian Marauder is a Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. These Mandalorians have been brought to life in the Kotor game and shall primarily use melee weapons against the player, they're mainly found on Kashyyyk and wear the new Mandalorian Marauder Armor. 6) Mandalorian Heavy Trooper: The Mandalorian Heavy Trooper is an elite veteran class of Mandalorians, their armor is based on the Mandalorian Heavy Armor item found in the vanilla game. They're encountered on Dantooine and Lehon. 7) Mandalorian Shock Trooper: The Mandalorian Shock Trooper is the in-game recreation of the Neo-Crusader Shock Trooper from the Kotor comics, their armor is based on the Mandalorian Assault Armor item found in the vanilla game. They're encountered on Kashyyyk and Lehon. 8,) Mandalorian Rally Master: The Mandalorian Rally Master is the normal red Mandalorian from the vanilla game. Sherruk is considered a Rally Masters. 9) Mandalorian Field Marshal: The Mandalorian Field Marshal is the normal yellow Mandalorian from the vanilla game. The Kashyyyk Mandalorian Commander and the Lehon Mandalorian Captain are Field Marshals, in addtion, the helmet items that they drop shall now be yellow instead of blue. The Heart of Beskar mod wouldn't be complete without actual Beskar... what is Beskar? Beskar is a metal that's mined on the planet Mandalore, armor forged from Beskar can withstand blunt force, lightsaber strikes, and repeated blaster fire... the viewers of Disney's The Mandalorian TV Series should be familiar with Beskar and its protective capabilities. The lowest tiers of Mandalorian Armors are forged with Beskar Alloy, this alloy is a mixture of Beskar and other metals thus reducing its protective capabilities. In-game, armors forged from Beskar Alloy will have a very low energy immunity bonus whereas stronger Mandalorian armors will have a higher energy immunity bonus... the highest energy immunity bonus in the Heart of Beskar mod is 90%. The new protective buffs from the Mandalorian armors shall also be applied to the Mandalorians themselves as every Mandalorian NPC will now wear the armor of their rank, so for example a Mandalorian Scout will wear Mandalorian Scout armor and shall recieve the buffs from that armor. A basic test run on the normal difficulty has been tested and I can confirm that a competent Kotor player should be able to defeat the Mandalorians even with the armor buffs, though you are welcome to report back to me if a specific Mandalorian is giving you trouble. New Mandalorian Items: Mandalorian Combat Suit (Inspired by the TSL item): Dropped by Kandon Ark, sold by Eli Gand Mandalorian Heavy Suit (Inspired by the TSL item): Sold by Igear, found in a Dantooine Mandalorian's backpack Echani Heavy Armor (Replaces the cut Mandalorian Armor): Sold by Greeta Holda Mandalorian Light Armor (Replaces Mandalorian Battle Armor): Found on a Mandalorian Corpse near the Grove Mandalorian Scout Armor: Found on a Mandalorian Corpse in the crystal cave, Found on a Corpse near the Sand People Camp Mandalorian Marauder Armor: Sold by the Dreshdae Czerka Store Mandalorian Heavy Armor (Restored item): Found in a container in the Sith Academy's torture room Mandalorian Assault Armor (Fixed item): Sold by Mika Dorin Mandalorian Marshal Armor: Sold by Mika Dorin Mandalorian Rally Armor: Sold by Mika Dorin Cassus Fett's Battle Armor: Sold by Mika Dorin Mandalorian Training Mask: Sold by Tyvark If you have any feedback, feel free to comment it down below: if you feel the mod is too overpowered or you have a suggestion for a change or a future feature I am more than happy to hear it! Known Bugs: This mod shouldn't have any bugs though if you find any please report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that modify the same UTI and texture files included in this mod. Compatible with: JC's Darksaber for K1 Incompatible with: JC's Mandalorian Armor for K1 1.2 Please report any further incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. If you want to use assets made by 90SK or TK-664 you'll have to contact them for permission. The Female Mandalorian Model by Inyri Forge does not need permission to be reused and anything made by SilverEdge9 doesn't need permission to be used either. The Cassus Fett Battle Armor textire can be reused if you credit Effix as the original creator. Thanks to: 90SK: Creator of the Mandalorian Mask, Mandalorian Heavy Trooper & Shock Trooper skins! SilverEdge9: Creator of the Mandalorian Scout & Armor skin! Inyri Forge: Creator of the Female Mandalorian Model! TK-664: Creator of the Mandalorian Combat Suit Texture! Effix: Creator of the new Cassus Fett Battle Armor Texture! Obsidian Entertainment: For developing the new Ulic Qel Droma Armor skin for K2, which was reused in this mod! Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher 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.
  26. 1 point

    Version 1.0.0

    174 downloads

    New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 7 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  27. 1 point

    Version 1.0.0

    62 downloads

    Silent Sion Restoration Author: Emperor Devon Version: 1.00 File Name: Silent Sion Restoration.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod removes the added TSLRCM dialogue lines where Sion tells the Exile, "I have come to warn you, Jedi. You know not the path you walk," (if female) or "I have come for the Jedi," (if male) during their first meeting on the Harbinger. I think the scene is stronger without those lines for several reasons. #1: Sion is scarier when he doesn't speak. All you've seen him do, previously, is murder and terrify. He's basically a horror movie monster. He doesn't need to speak. #2: The male line is redundant. We already know he's here for the Exile. He even says so over the Harbinger holologs. He doesn't need to say so again. #3: The female line undermines Sion's character. His stated intention of "warning" the Exile casts him as an ambiguous figure who potentially means the Exile well. This further reduces his sense of menace. #4: The female line doesn't fit the Sion (quasi-)romance. Sion warning the Exile implies he already has feelings for her. But this is their first meeting. They haven't even spoken. Sion showing no concern for the Exile when they meet, in contrast, implies that his feelings develop over the course of their interactions (primarily on Korriban), which I find more believable. #5: The female line makes no sense. Sion is on Peragus to kill the Exile, not warn the Exile. He has no reason to lie about this. Not all of KotOR II's cut content was cut because of time constraints. Some was cut because the developers thought the game was better without it. IMO, this is one of those instances. So, I've removed the two lines. Sion won't speak a word when he encounters a male or female PC. He will just advance down the hall in menacing silence. 2. COMPATIBILITY This mod requires the TSLRCM. It is compatible with all other mods. 3. INSTALLATION Copy the file to your override folder. 4. UNINSTALLATION Delete the file from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with this file. If you use it in another mod, or upload it to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home for KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER 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.
  28. 1 point

    Version 1.2

    2,551 downloads

    ==================== Spare Mission and Zaalbar v 1.2 ==================== Created by DarknessSquall (aka Scarrab) 8/31/20 SPOILER WARNING FOR DARK SIDE PLAYTHROUGHS! . . . . . . ==================== Description ==================== This mod adds options for Dark Side ending players to keep Mission (and by extension, Zaalbar) as a party member, or to non-lethally remove Mission from the party while keeping Zaalbar. The default options that end in violence remain in the game. ==================== Long Description ==================== One of the most common complaints I've noticed about the Dark Side ending is that there's no way to avoid killing Mission. And the only way to keep Zaalbar alive is temporary as well, since he turns on you as soon as he realizes what happened. Some people refuse to go dark side for that reason - myself included! The way the game forces you to kill her really doesn't feel good, especially since Zaalbar has sworn his loyalty to you; killing Mission will obviously jeopardize that. Mission says she doesn't believe you'll kill her, and the only way to handle that is to...kill her? The violence felt unnecessary, and possibly out of character, depending on how you play the game. That's where this mod comes in. For dark side players at the end of the game, two new options have been added, bringing a grand total of three options for dealing with Mission & Zaalbar: 1) Retain them both as party members 2) Remove Mission as a selectable party member without killing her, but retain Zaalbar 3) The vanilla options to kill Mission & Zaalbar, which still function exactly as they do in the base game My goal was to write the dialogue and script the events in the most lore-friendly, in-character, way possible, so that the mod felt seamlessly integrated into the game. If I have succeeded, first-time players won't even notice that a mod is running. Mission seemed very opposed to the idea of swearing loyalty you, but she also wasn't going to run away or attack you willingly. I believe that in this situation, where's she's stuck between a rock and a hard place, there are ways to avoid the situation ending in violence. Also, if anyone is worried about messing up their alignment - you will not gain light side points for choosing any of the options in this mod. Nothing about the situation really feels like a "light side" act, to me, after all. ==================== Installation ==================== Manual install: Open the folder called "Manual Install", then place unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip in your Override folder, which is located in your Knights of the Old Republic installation directory. Automatic install: Open the folder called "Automatic Install", then run TSLPatcher.exe and follow the on-screen instructions. ==================== Technical Description ==================== This mod consists of only a single .DLG file edit, but it gets the job done. Three of Mission's voice lines from other parts of the game are reused, so the corrosponding .LIP files are also needed, otherwise her mouth won't move for those lines. ==================== Compatibility ==================== This mod is not compatible with jc2's "Save Mission" mod or Tanesh's "Recruit Mekel" mod As long as you aren't using a mod that modifies unk41_mission.dlg, there shouldn't be any problems. If you're not sure, check for the presence of unk41_mission.dlg in your Override folder before installing this mod. ==================== Known Issues ==================== If Mission and Zaalbar have already been killed, you can't go back in time and bring them back. Load an earlier save to when they were still alive. If you choose to keep Mission as a party member, you can still talk to her like normal, and she'll give the same usual responses and act like nothing happened. Chalk it up to her mind being overly optimistic as a coping method, and/or her still being in denial about you having turned to the dark side. If you left Zaalbar on Kashyyyk and never allowed him to rejoin your party, I believe your only option will be to kill Mission. I haven't personally tested this. ==================== Uninstallation ==================== Automated uninstall: Not supported! Manual uninstall: Navigate to the Override folder in your KotOR installation directory and delete unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip. ==================== Version History ==================== v1.2 - 9/3/20 Added checks for Zaalbar's presence, and a fixed a serious bug where you couldn't kill Mission v1.1 - 9/2/20 Improved the player's dialogue options v1.0 - 8/31/20 Initial release ==================== Permissions ==================== This mod should only be available for download on NexusMods.com and DeadlyStream.com. You may only upload this mod to another website for the purpose of preservation if it is no longer available for download on BOTH of those websites, and if you credit me as the original author. You may not include this mod in any mod compilation without my permission. You may edit this mod for your own personal use, but you may not upload a modified version of it to the internet. ==================== Thanks & Credits ==================== jc2 - Created the "Save Mission" mod, inspiring me to create v1.0 of my mod. Then, we had a good conversation about more ideas, inspiring me to release the v1.1 update Michele - Messaged me about the "Recruit Mekel" compatibility issue, which led me to discover a few serious bugs, leading to the release of the v1.2 update DarthParametric, JCarter426 - Gave me detailed and extremely helpful answers when I asked for information on the Deadly Stream forum Death a Barbar - and all the other dark side players who requested a mod like this Fred Tetra - created the KOTOR Tool TK102 - created the DLGeditor stoffe - created TSLPatcher All Star Wars fans - except for fans that believe KOTOR is non-canon now (just kidding...mostly...)
  29. 1 point

    Version v0.6.1

    75 downloads

    Translate an entire mod or KOTOR install to 80 languages using Google Translate! This is a very powerful tool that can modify TLK strings and CExoLocStrings in GFFs in bulk quickly. Simply follow the prompts, point it to the GFF/TLK/Kotor directory/whatever and have it automatically translated to the language of your choice! This tool can also create those bitmap 'font packs' that users have been using to play the game in non-released languages (Many thanks to Drazgar and DarthParametric for providing the insight into the TXI files). This means the in game text will show the correct characters when playing the game. How to use: Simply run the executable. It'll ask you many things. There are 3 actions you can do with this: Set all dialog unskippable sets all dialog found in dlgs, at the chosen path, to unskippable. Includes every node. Not recommended lol Translate Will translate All CExoLocStrings (localized strings) and TLK entries at the path to the language(s) of your choice Create Fonts Will create fonts of the chosen languages to your current directory in a folder named after the language. Just drag and drop these files to your Override folder once it completes. If you point PATH1 to a KOTOR install, it will ONLY patch the Override folder, the Modules folder, the rims folder (if exists), and the dialog.tlk file. This was a design choice to improve how long the patcher takes to finish. This includes any subfolders within the aforementioned folder names. The patched files will be in the same directory as the original files with the appended language suffixed to the end of the file. For example, 'dialog_de.tlk'. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, etc) TGA/TXI (non-translateable obviously) Any capsule (ERF, MOD, etc) DBCS languages such as Japanese/Korean/Chinese are not currently supported. This program is in beta. Please report any bugs you encounter. Source code: https://github.com/NickHugi/PyKotor/tree/master/Tools/k_batchpatcher Credit: @Cortisol for creating the PyKotor library @DarthParametric for extensive testing and feature recommendations. @Drazgar for providing a ton of knowledge in regard to the TXI/TGA font packs The project would not be possible without these awesome modders. K1-translated dialog files: dialog_sq.tlk dialog_af.tlk dialog_ar.tlk dialog_ay.tlkdialog_cs.tlkdialog_corsican.tlkdialog_chichewa.tlkdialog_catalan.tlkdialog_bulgarian.tlkdialog_belarusian.tlkdialog_basque.tlkdialog_azerbaijani.tlkdialog_aymara.tlkdialog_arabic.tlkdialog_albanian.tlkdialog_afrikaans.tlkdialog_da.tlk
  30. 1 point

    Version 1.0.0

    890 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.
  31. 1 point

    Version 1.0.0

    183 downloads

    HD Holo ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- What does this mod do? Nothing much. This mod is a remake of the final scene with Admiral Dodonna's transmission, and more specifically, a remake of the hologram textures of the two characters. This mod is pretty rudimentary, I enlarged the original textures with AI and then manually edited them in photoshop. Tried to give the effect of "interference" and glow. Did it for myself, but if anyone wants it, take it. Yes, I'm aware of the awesome DarthParametric mod, but there were two things I didn't like about it: too strong blue color that kills the rest, and the lack of glow from the hologram. In his mod, the work is much more comprehensive, with redesigned UVs and models, which I have no idea about. Naturally, you have to choose between my mod and DarthParametric's mod, as they are done with different approach. There might be some questions about the hue, as it's not really "blue". It's actually something between the movies and the in-game version (turquoise). In the end, this is a texture mod, so anyone can open the file in paint or photoshop and adjust the color to their liking. Installation: ---------------- Drop tga and txi files in your game’s Override folder. To uninstall: ---------------- Take them out again. Known bugs: ----------------- Holo-Vandar turned out great, but Dodonna was a bit of a letdown. The whole thing is, I think, that she has an incorrect, and frankly crappy "mirror" model, so the textures of "interference" are not quite correctly displayed. Oh yeah, and she's also a bit translucent (eyeballs and mouth). I had to make the head textures brighter to try and hide these details. But overall, it's not too bad. I recorded a little video where you can see for yourself. But in general, this is a normal texture mod, so there should be no problems. Video: 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 by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.
  32. 1 point

    Version 1.0

    11,310 downloads

    These are basically High Definition upscaled assets for the first Kotor title. I was inspired by the games original awful stoneage 800x600 artwork and NDIX's groundbreaking work. Mod does not touch every original GUI element, and as such is not yet feature complete. For one, most LOADING SCREENS are still missing HD versions. They will come eventually. My hope is people find these as pleasing of an improvement, as i did. Instructions, such as they are, are in the README. As, this is my first mod, any ideas, suggestion, criticism, repackaging improvemts are highly encouraged. The Mod has been created with 16:9 aspect ratios and 1080/1440p in mind. I shall do my best to fix any potential problems. REQUIRED MODS: Universal Widescreen (UniWS) Patcher - http://www.wsgf.org/article/universal-widescreen-uniws-patcher KotOR High Resolution Menus 1.3 ndix UR - https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ K1 Main Menu Widescreen Fix 1.1 By DarthParametric - https://deadlystream.com/files/file/1173-k1-main-menu-widescreen-fix/ Recommended MODS: HD NPC Portraits 1.1 by ndix UR OBVIOUSLY THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  33. 1 point

    Version 1.1

    14,291 downloads

    The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, in your main game directory. Download the pack that matches the resolution you play at. (Available: 720p, 768p, 1080p, 1440p, 2160p) Extract/unzip the pack you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. From here, there are two options to get them to play properly: Use Universal Widescreen (UniWS) to patch your game to the desired resolution. Video tutorial. Using a HEX editor, change the a set of numbers in your game's executable. See below. If you're using the Steam version, you may need to get a replacement executable (which I can't provide here) to be able to open it with the HEX editor or UniWS. Other online guides may have a link to a suitable file. To edit your executable, follow one of these two guides (skipping the parts about upscaling the cutscenes): https://www.youtube.com/watch?v=bA5l6HVs4Y4&feature=youtu.be&t=548 https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ You will need to change the first and last two values in this set in your exe: 80 02 00 00 75 15 81 3D D8 D1 78 00 E0 01 The new values you should use, per resolution, are: 720p: 00 05 00 00 75 15 81 3D D8 D1 78 00 D0 02 768p: 56 05 00 00 75 15 81 3D D8 D1 78 00 00 03 1080p: 80 07 00 00 75 15 81 3D D8 D1 78 00 38 04 1440p: 00 0A 00 00 75 15 81 3D D8 D1 78 00 A0 05 2160p: 00 0F 00 00 75 15 81 3D D8 D1 78 00 70 08
  34. 1 point

    Version 1.1.0

    5,482 downloads

    Full Description: The mysterious arrival of the Republic hammerhead warship is one of the most ambitious and engaging cutscenes in TSL. Unfortunately, ambitious cutscenes can be a harbinger for more than just a man with severe psoriasis -- players may experience issues ranging from cutscenes stuttering and looping, loading screens before and after loading a new module mid-cutscene, breaking animations, to game windows minimizing and skipping the cutscene entirely, permanent black screen, and even game crashes. Thus this mod's mission was twofold: 1) Provide a range of general improvements and fixes that everyone will benefit from regardless of cutscene performance, as well as 2) Create a more stable version of the cutscene that generally performs well on any device. I am happy to report that results have been exciting: 1) General improvements - Atton now always faces the correct direction when speaking to you - Kreia actually shows up meditating in the morgue when you hear her speak, rather than standing right behind Atton - Kreia no longer visibly stands behind Atton in certain earlier shots of him speaking - The Peragus mining facility asteroid is no longer right outside the Harbinger window before it actually enters the asteroid field 2) Performance improvements All in-game portions of the cutscene are now rendered in the same module -- your game will no longer be trying to load an entirely new module twice over, all while trying to play pre-rendered cutscenes. This means that your game's mid-cutscene workload has been drastically reduced, and so issues known to occur specifically with the Harbinger Arrival cutscene are much less frequent. I have also scripted in "guardrails" for many minor glitches that can occur mid-cutscene. Note that this is not a 100% guarantee players who were having issues before never will again; TSL is nearly old enough to be legally considered an adult in the US, and its pre-rendered scenes are just not optimized for many modern machines. However, this mod was tested on a non-gaming laptop now a few years old, with the game running from an external hard disk drive, on a modern operating system, in full-screen mode, with several different visual mods installed. This meant that attempting to run the original Harbinger cutscene 10 times translated to the cutscene failing to play without major issue 10 times. After switching to the new version, any types of issues, major or minor, were encountered less than 1 out of 10 times. Hopefully, even a potato from your local grocery store can now successfully play the Harbinger Arrival cutscene, so long as it can generally play most TSL cutscenes successfully. Harbinger Enhancement_compressed.mp4 For reference when it comes to performance, this footage was recorded on an old laptop, with the game running on a modern operating system from a hard disk drive, with multiple other programs running in the background, and the following mods installed that can be seen in the video: - Ultimate Peragus Models Repair 1.2 (responsible for restoring proper lighting to the Harbinger, showing the administration level proper behind Atton, and other model fixes) - Harbinger Bridge Repairs (responsible for fixing several geometry errors, two visible during cutscene) - KotOR 2 Remastered (AI Upscaled) Cutscenes 1.0.0 by Naelavok (responsible for the upscaled pre-rendered scenes) - TSL Backdrop Improvements by Kexikus (responsible for the much-improved skybox seen from both the catwalk and the Harbinger bridge) - Improved Peragus Asteroid Fields 1.2 by Vasilii Zaytsev (responsible for the static 3d asteroids surrounding Peragus II) - Peragus Large Monitor Adjustment by Sith Holocron (responsible for that excellent HD computer monitor before Atton) - Kotor 2 Unlimited Worlds Texture Mod (responsible for the nicer-looking textures throughout the level, from the catwalk to the asteroids) - Ultimate Character Overhaul REDUX (responsible for the HD character textures) TLDR: This mod 1) stabilizes the Harbinger cutscene so that your game is much less likely to experience issues 2) places Kreia in her usual meditation spot in the morgue for her dialogue, and 3) fixes a number of minor issues with the cutscene. Installation: Download and run the installer, or else follow manual installation instructions. For Steam installations of TSLRCM, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip for windows and Linux. The installer is a .exe file, which can be run natively on Windows, or with programs like Wine for macOS and Linux. For an existing game, use a save file before going to the asteroid exterior. Save files made any later will not be affected. Uninstallation: Take 104per.mod out of the provided backup folder and place it in your modules folder at the location you installed to, and select replace when prompted. Take a_con_atton_end.ncs out of the provided backup folder and place it in your override folder at the location you installed to, and select replace when prompted. You can safely delete 104per.lyt and 104per.vis from your override folder. The files 104pera.mdl/.mdx/.wok come from Ultimate Peragus Models Repair, you can keep or delete these at your discretion. Additional Tips For Improving Game Performance: If you are having trouble running pre-rendered scenes in general, you can try the following: -- Go into your graphics settings, and under advanced options, disable frame buffering. If that does not work, try lowering or disabling all options. If the pre-rendered cutscene plays afterwards, you can up your graphics settings afterwards for normal gameplay. -- Try running the game in windowed mode, rather than fullscreen. Close your game and open "swkotor2.ini", found in the same folder as your main game executable (for a Steam game, that's "Steam\steamapps\common\Knights of the Old Republic II"). Under both "Display Options" and "Graphics Options", change "FullScreen=1" to "FullScreen=0". Restart your game. -- Uninstall/disable any non-essential mods that may relate to the cutscene or the area it takes place in. Peragus in particular also suffers from memory overflow if you play the game too long in one sitting. This can cause dialogue to start skipping, or for issues with game cutscenes. This can usually be avoided by: -- Quitting and restarting the game once in a while: doing it once before heading out to the asteroid surface, and again right before attempting to leave the Harbinger engine deck (the third and final level with the spooky lights) is usually enough to avoid problems. -- Avoiding skipping dialogue yourself, which can sometimes lead to memory overflow. If you do skip a lot of dialogue, quitting and restarting the game will fix the issue. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the scripting or dialogue of the Harbinger's Arrival cutscene. For instance, if you are installing N-DReW's Mini Mod Collection for TSL, be sure not to add the included 104atton.dlg or 104kreia.dlg to your override, or remove it if you already have, as that would create a major incompatibility. This mod is for players using TSLRCM version 1.8.3 or higher. You may view this mod's changes.ini inside the "tslpatchdata" folder for a complete list of every altered module element. Feel free to check out "KotOR 2 Remastered (AI Upscaled) Cutscenes" by Naelavok for higher-resolution cutscenes, if you have not already. There are some other great mods out there that improve the visual quality of the cutscene. "Peragus Large Monitor Adjustment" by Sith Holocron, "KotOR 2 Unlimited World Texture Mod" by facemeltingsolo, "TSL Backdrop Improvements by Kexikus", and "Ultimate Peragus Models Repair" by yours truly are all compatible with this mod. "A Darker Peragus REDUX" by Malkior and "... A Darker Peragus" by Canderis are also compatible. Acknowledgments: Big thanks to Cortisol for the Holocron Toolset and Fred Tetra for KotOR Tool for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Scripting Tool, Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. Have a bug to report? Please click on "Get Support" and give a detailed description of the issue you are experiencing. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  35. 1 point

    Version 3.1.2

    83,635 downloads

    This is the first part of an ongoing series. The purpose of this mod is to bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch; the big animated screen on the bridge comes with whooping 81 pics and 5k resolution for maximum quality. Update 2.0 brings brand new lighting to the ship, utilising warmer colors like in SWTOR, as well as new polished window frames & a new Planet retexture. Update 3.1 out now! It brings a lot of visual improvements over previous versions - new doors, animated consoles & more.... Video covering mod Showcase (Ver. 1.0) / Installation Process: Installation: Download the file, extract its contents with an archive extraction tool such as WinRAR or 7zip, and move the contents to your game's Override directory Compatibility: This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that) Just to be on the safe side, i recommend to install my mod last. Beside that it should be compatible with everything that doesnt retexture the Endar Spire or the Stars/ Planet Taris outside. Credits: I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible. Also a big thanks goes to Xuul for making one of his fantastic videos for this mod. Enjoy!
  36. 1 point

    Version 1.1

    44,577 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file and the vis file into the Override folder in the KotOR directory. To uninstall, remove the 2da file and the vis file from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You!
  37. 1 point

    Version 2.0

    4,696 downloads

    These are a set of HD loadscreens for the first Knights of the Old Republic game, made from JackInTheBox's high quality UI assets. I've also fixed a few miscellaneous problems regarding symmetry and alignment with Jack's assets, but I haven't made any unnecessary stylistic changes. You must install the following mods BEFORE mine: A widescreen patch, preferably UniWS ndix UR's "KotOR High Resolution Menus" Jack's "HD MENUS AND UI Assets" Enjoy, and please do report any issues you find.
  38. 1 point

    Version 1.0

    3,256 downloads

    I've always felt that the dialogue in Kotor was a little too simple and lacked much of the variety that Kotor II has. This mod adds a little more flavor to the Endar Spire by restructuring, altering and adding some dialogue options for the PC. For those of you looking for more substance in your mods I've also added some light and dark side points to certain dialogue options. You may notice that there are more dark side dialogue options than light side. This is because I believe in the Jedi teachings that the dark side is much easier to follow than the light. Although, I may come back and add more light side options in the future. This is my very first mod and took me a few hours so please leave me some feedback
  39. 1 point

    Version 1.1

    5,041 downloads

    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  40. 1 point

    Version 1.2.0

    1,054 downloads

    K2 Style Dialogue for T3-M4 [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 04.03.2022 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 override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Even if you've played the game for less than a day, you might've realized by then that the party member T3-M4 is rather lackluster and is overall useless in your journey across the galaxy. In Obsidian's sequel, T3-M4 is improved by a long shot when compared to his first appearance in Kotor 1. This mod aims to recreate some of the new improvements from Kotor 2 for Kotor 1. What does this mod do? It does the following: * You can ask T3-M4 for Computer Spikes outside the Ebon Hawk. * T3's Computer Spike Dialogue can be repeated meaning you can get the maximum amount of Computer Spikes from T3 in a single dialogue sitting. * T3 can now be used as a portable Workbench. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify T3-M4's main dialogue. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Special Thanks to: Sdub: For requesting this mod be released as a standalone mod Salk: For rewriting the Workbench script and pointing out some issues with the DLG file ConansHair: For pointing out bugs in 1.1.0 Bioware: For such an amazing game Obsidian: For improving the character T3-M4 in their sequel Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher 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.
  41. 1 point

    Version 1.0.0

    2,194 downloads

    This is intended as a one-stop shop for all widescreen logos available for KOTOR 1. Upscaled vanilla style, Origin logos, and a TOR-style variant made by GOG; they're all here. All logos provided are 1024x1024, large enough for even ultra high-def widescreen setups. This is *not* a widescreen mod. This is a logo replacer intended for people who are already using a widescreen mod like UniWS. (Check out the subreddit mod build and follow the directions!) Instructions: - Download and unzip the mod. - Look through the 'screenshots' folder (or check out the images provided above) to compare the different options and pick one for yourself. - Find your chosen folder, copy the image (logo_sw_02.tga) file within that folder, and paste it to the Override folder in KOTOR 1. ------------- Credits: 01 K1CP Logo: this was the version seen above -- a higher resolution version of the original KOTOR logo, used by @DarthParametric as the logo for the 'Kotor 1 Community Patch' (K1CP). DarthParametric made a similar 'Vanilla Logo - Upscaled' available in their 'K1 Main Menu Widescreen Fix' mod, as did @Riisis in the 'HD Logo and Bigger Hud' mod. (Here's a screenshot of the first one; here's a screenshot of the second one). I much prefer the version used on the front page of K1CP, as it is a fair bit brighter with a bit more color saturation. 02 Origin Logo: this was the logo used by the Origin release of the game, recolored by them to match the TSL game's logo. 03 Origin Logo - Darker Color: I tried to match the original coloration of the first game, a slightly less 'bleached' look. 04 Origin Logo - Vanilla Stye: I tried to match the original size of the separator element (the part with the 'of the'). 05 Origin Logo - Vanilla, Darker: I tried to match both the style and coloration of the original logo with the Origin graphics 06 TOR Logo: this was the logo used by the GOG release of the game. It was made available by DarthParametric as an optional logo replacer for his 'K1 Main Menu Widescreen Fix 1.2'. (Specifically look under 'OPTIONAL' > 'TOR-Style Logo - Centered'). He kindly made the original available via Discord, from which I made this logo image.
  42. 1 point

    Version 1.0.0

    261 downloads

    A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).
  43. 1 point

    Version 1.20a

    27,114 downloads

    JC2 Improved Grenades The idea has been around for a while, but I haven't seen a mod, other than FairStrides [TSL] Fumble Grenade mod, attempt to edit the effects of grenades. So by editing the k_sup_grenade.nss, I've reworked the grenades to increase their potency. Beware! This works both ways! Demolitions now affects how much damage a grenade can do, the more demolitions a character has the more damage they can cause with a grenade. This was originally GGT89 idea from this thread > http://deadlystream.com/forum/topic/5678-need-help-to-modify-game-mechanics-in-kotor2/?hl=grenade#entry59186 The first option is for vanilla lovers, that only adds demolitions skill as a damage bonus and increases the explosion radius slightly. Like before, a detailed log of the changes exist inside the folder! Second option for hardcore enthusiasts, the grenades instantly kill groups of people and are quite lethal! I recommend only installing this with JediShemL's Super Enhancement Mod or other realistic lightsaber/blaster mods. INSTALLATION: Copy and paste the k_sup_grenade.ncs file into the override. You will have to decide which one you want. There are two folders, each with a different version. It will take effect immediately, and can be removed, at any time, without causing any issues. Credits: Special Thanks to Bead-v for the advice on another thread about editing the k_sup_grenade script. Thanks to FS for teaching me most of the script I know! As always, this mod may update pending feedback. Hope you enjoy! -jc2
  44. 1 point

    Version 1.0

    35,273 downloads

    Well, a year and 3 days ago I created a mod that changed the horrendous gaffi stick texture from a 64x64 monstrosity to a respectable 1024x1024. I also added a unique(ish) texture for the chieftan's gaffi, and modified that gaffi's description a bit to fit with my changes.
  45. 1 point

    Version 1.1

    17,258 downloads

    ========================================== A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ========================================== TITLE: Revan's Flowing Cape and Belt Fix 1.1 AUTHOR: Sithspecter CREDITS: Thanks to Foxhounder for fixing the camera issues for me. Settoken and Quanon for passing information that helped me in this quest, Kristy Kristic for helping me fix the lightning and camera issues, and Mr. Shadow for taking screenshots and uploading the videos. INSTALLATION INSTRUCTIONS: Copy all the files in the folder of the Zip into your override folder DESCRIPTION: This mod is a complete animation fix for Revan's robes (The "Chest Camera" issue has been corrected). Right now, it only works for the N_DarthRevan model, and not the maskless robes. The animations have been a painful process, as I had to animate frame by frame. For your convienence, I also included a disguise for Revan. Have a ball. WARNING: Do not use any other mods that alter n_darthrevan.mdl/n_darthrevan.mdx as they will over write this mod. Cheats: giveitem g_a_mstrrobe08 BUGS: Camera Issue has been corrected. None known. 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.
  46. 1 point

    Version 1.50

    783 downloads

    Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware
  47. 1 point

    7,066 downloads

    Uploaded by permission o the author. "Anyone else remember this mod of deathdisco's? A while ago it was posted on pcgamemods, and like all the others that were it was lost during the crash. Until now, at least! He's (obviously, or you wouldn't be reading this) been kind enough to re-submit it here. What it adds is, as the name rather implies, Exar Kun's tomb to the game. It's a bit outdated compared to some of today's new area mods, (in that it re-uses an area) but it's still worth exploring. Most of it is a hackfest through the various Dark Jedi guardians (hurrah for more XP), but at the end your character will be confronted by Exar Kun's ghost and have the opportunity for an alignment shift as well as some good loot. To reach the tomb visit the Yavin space station, and then go back to the Hawk. At that point you'll be presented with an option to travel to Yavin IV, though if you don't have a savegame handy you can always warp to the module directly. (The name being 'ekun'.) Well, that's that. Enjoy! -Emperor Devon" (Original KotORFiles review.) This Mod Lets you visit Exar Kun's Tomb on Yavin IV, where The ghost of Exar Kun will try to seduce you to the darkside. Installation Extract all the files in the override folder to your 'Override' directory. Extract all the files in the modules folder to your 'modules' directory. All source scripts are included in the nss folder. How-to Travel to the Yavin spacestation. Upon returning to the Ebon Hawk you will be presented with the option to travel to the ruins on Yavin IV. or Open console by pressing '~' and type "warp ekun". Notes To uninstall simply delete all the files extracted to your Override/modules directory.
  48. 1 point

    Version 1.0

    29,994 downloads

    As many of you know, Pazaak is a rigged game in KOTOR 1. There are already mods that make the opponents' hands all 0 cards, but I always felt like that was too easy. This mod is a nice middle of the road. The original 3 decks used by opponents are as follows: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 2 ±6 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Deck 3 ±3 ±3 ±2 ±2 ±4 ±4 ±2 ±2 ±1 ±1 This mod changes them to this: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Deck 2 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 3 ±4 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Obviously I can't fix the RNG where sometimes the opponent will just draw to 20 (4 times in a row...), but hey...chalk that up to shady characters cheating NOTE: I give permission for anybody to do whatever they like with this file. If you're unsure if the thing that you're doing is safe, legal, or possible, that's your problem
  49. 1 point

    Version 1.0

    812 downloads

    This mod replaces Yuthura Ban's head texture to give her Sith eyes as seen in the Star Wars movies. But if you manage to turn her back to the light and meet her again later she'll have her original eye colour again. Installation: Run YuthuraInstaller.exe and let TSL Patcher do its magic. It should find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: Delete N_UthuraH.tga, N_UthuraH_Light.tga and dan13_yuthura.utc from your Override folder. Then copy heads.2da from this mods backup folder and place it inside your Override folder, replacing the one already there. If there is no heads.2da in your backup folder, you can simply delete heads.2da from your Override folder (unless you installed other mods editing this file afterwards). Compabilitiy: This mod is obviously incompatible with any mod that alters Yuthuras head texture, you can however replace my version with another one if you like it better. It is also incompatible with any mod that alters Yuthuras .utc file on Dantooine and with any mod that alters her dark side transition skin in heads.2da. I made it that way - this way meaning that I made Yuthura a dark side character on Dantooine and giving her a light side skin while she's dark - because that way it was possible to leave her Korriban .utcs untouched and since it's more common to have them modded that's probably a good idea. And it doesn't matter if the game thinks she's on the dark side on Dantooine anyway. Credits: Mod by Kexikus TSL Patcher by stoffe 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.
  50. 1 point

    Version 1.0

    3,469 downloads

    One of my favorite features of Kotor is the fact that the game allows a variety of responses from the PC. This mechanic allows us the players to create the PCs personality from the many different dialogue options that Bioware has provided for us. Unfortunately, due to the sheer number of conversations in the game, many of the side conversations are rather limited in options. This forced me to make up the PC's dialogue in my head and then select the most similar available dialogue. This mod makes adjustments and additions to some of the dialogue in the Sith base on Taris. I've given the PC more dialogue options, and moved around some of the NPC responses to more appropriate parts in the overall dialogue. I also feel that it is important to mention that none of the basic speaking NPC's scripts have changed, but they have been moved around. This is to prevent unvoiced lines from appearing in any of the dialogue.