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6 points
Version 1.0.0
13 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
6 points
Version 1.0.0
26 downloads
Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
6 points
Version 1.0.0
4 downloads
Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files. -
3 points
Version 1.0.0
16 downloads
This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source. -
2 points
Version 1.0
33 downloads
This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary. -
2 points
Version 1.0.0
9 downloads
The mod replaces the Belt icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: Belt.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
2 points
Version 1.0.0
13 downloads
The mod replaces the Gauntlet icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: gauntlet.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.0.0
12 downloads
A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 07.07.2025 Installation: 1) Install Brotherhood of Shadow - Solomons Revenge: https://www.nexusmods.com/kotor/mods/95 2) Install JC's Fashion Line I: Cloaked Hybrid Robes for K1 FIRST! (No exceptions!!!): https://deadlystream.com/files/file/1758-jcs-fashion-line-i-cloaked-hybrid-robes-for-k1/3) Open the "For Override" folder and copy the files within to your swkotor Override folder and select the "Overwrite" option when it pops up. Description: 15 years ago, the "Brotherhood of Shadow - Solomon's Revenge" mod was released. BOSSR adds 8 hours worth of new content to Kotor, adding a brand new subplot to the game in which you team up with a companion from the player's past to defeat an ancient threat with the help of some new friends complete with 11 new areas, full voice acting, new bonus side quests, and new items. Some of these items include new Jedi Robe items, and much like everything else in the BOSSR mod these Jedi Robes are highly detailed. Unfortunately, the BOSSR mod has its criticisms: * It completely derails the Star Forge questline for 8 hours, especially with the flash back scenes. * The voice acting, whilst good, used low quality microphones as they were recorded between 2006 and 2009. * The dialogue is almost Shakespearean, this is especially noticeable with player response lines as the player usually speaks like an immature goof in the vanilla game yet has a full personality switch in the BOSSR content. * If there is a mod conflict towards the end of the BOSSR mod then you've potentially wasted 7 hours for nothing. * Due to its sheer size, it's highly incompatible with other mods and it's hard to determine if other mods will break BOSSR as breaks can occur very late in the BOSSR mod. * Popular mods like K1R and K1CP aren't compatible with it, making it an instant rejection by many in the fanbase. Despite all of the above criticisms, the BOSSR mod still has its dedicated fanbase who would be willing to neglect modern mainstream mods like K1CP to use BOSSR instead. Whilst I do agree that BOSSR is arguably one of the best Kotor mods ever made, I don't play it due to those incompatibilities. I wouldn't have made this mod had it not been for the request made by StellarExile, so if you're one of those diehard BOSSR fans then this mod is for you! JC's Cloaked Jedi Robe mod is a very popular, if not THE most popular, Jedi Robe mod for Kotor, and as the name would imply it adds the cloaked Jedi Robes from Kotor II into Kotor I. And as with every other popular Kotor mod, it's incompatible with BOSSR... or should I say "was" incompatible with BOSSR. Now, if you install JC's Cloaked Hybrid Robes on top of BOSSR and then install this mod afterwards, all of the BOSSR Jedi Robes will be converted into Cloaked Jedi Robes. JC's Cloaked Hybrid Robes merges the Kotor I robes with the Kotor II cloaked robes, so in-game the BOSSR robes will appear just as they did before except now they all have the fancy Kotor II cloak. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: Report any unknown incompatibilities to me on Deadlystream.com Permissions: SilverEdge9 gave everyone permission to use his BOSSR assets, this includes the Jedi Robe textures. JC's Cloaked Robe textures were sourced from JC's Cloaked Jedi Robes & Supermodel Port Modder's Resource. As this mod utilizes assets that are both not my own and have free permission for both assets, you are free to utilize these skins as you wish. Thanks: SilverEdge9: For making the original Jedi Robes included in the BOSSR mod! JCarter426: For creating the Cloaked Jedi Robes and Cloaked Hybrid Robes mod! StellarExile: For requesting the mod! Bioware: For such an amazing game Fred Tetra: For Kotor Tool And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.0.0
9 downloads
Small mod => Small description. This is a modernisation I thought needed to be made for Ajunta Pall's swords. You'll find the instructions in the ReadMe file. Only actual REQUIREMENT : Crazy34's New lightsaber blade models for K1 : please install the following parts of his mod before installing mine : 1) Vanilla sabers : main part ; 2) Black core lightsabers ; 3) Unstable lightsabers ; 4) Crossguards lightsabers ; 5) Black core crossguard lightsabers. Being a modernisation, I had to use a popular lightsabers improvement mod. This mod is not for purists. I believe most players downloading it will already have Crazy34's lightsabers in their build anyway. My mod is compatible with basically everything, including K1R, K1CP and RC-K1CP, but also and more accurately : 1) Rece's Ajunta Pall's swords revamped : Install his mod before mine. Take the compatibility version. 2) Ebmar's Ajunta Pall's Legends blade : Take my mod's vanilla version. Install his mod after mine. If you want both of these mods, you might want to do it in this order : Swords Revamped ---> my mod (compatibility version) ---> Legends Blade. This way you should get new stats and price for the swords, which will be lightsabers, except for Ajunta Pall's sword itself, which will have Ebmar's look. You also have my other Korriban's mod's Ajunta Pall's new blade option, if you want it to be a red double sword. Needs this vibroweapons overhaul though (but it's quite good, dw). If you have another mod in mind with which you think my mod should be compatible, and is not, feel free to send a comment. Hope you enjoy it. If yes, you can always leave a review/like. Doesn't cost much and is highly appreciated. Thanks to @Crazy34 for allowing the modding community to use his amazing lightsabers mod. It is a great resource that, imo, should be used more often. For Korriban, the Old Republic planets' GOAT. -
1 point
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1 point
Version 1.0.0
12 downloads
Nihilus Intro: Restore Movie ----------------------------- Description ------------ This mod restores the .bik movie version of the Nihilus introduction scene to TSLRCM. I prefer the line deliveries of Visas and the lighting of the scene in the movie version, hence why I made this mod. HoloPatcher Installation ------------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder and then double click the 'Install.exe' file. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that. Manual Installation -------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Install'. Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. HoloPatcher Uninstallation --------------------------- Double click on 'Install.exe'. Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Manual Uninstallation ---------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Uninstall'. Copy and paste all of the files in the 'Manual Uninstall' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. Distribution ------------- As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like. Special Thanks --------------- Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Bugs ------ If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com -
1 point
Version 1.0.3
998 downloads
End Game This mod adds free roam to Star Wars : Knights of the Old Republic Simply finish the game and instead of the credits playing you will be warped back to the Ebon Hawk and will be able to continue your adventures or finish any quests that you might not have finished before travelling to the Star Forge System. Thor110 thanks to tk102 for pointing out the original programmers syntax error in k_inc_ebonhawk.nss Known bugs The North & South beaches on the Unknown World have some issues and entering the Temple shows a warning about the force field which is no longer there. ( though this could just be due to the way I tested the mod ) Compatibility I have no idea what mods this will be compatible with, but it definitely won't work with any mods that alter the same files as this. ( Check Uninstalling to see what files this mod alters ) Source files are included so compatibility patches can be made. Installing Install using TSLPatcher.exe and for installation during a playthrough, you will have to go back to a point in the game where you have not set foot on the Ebon Hawk. ( so Taris ) simply because I had to alter a script in the Ebon Hawk module. Uninstalling To uninstall use HoloPatcher. Edited Scripts For reference these are the editd scripts that get placed in the Override folder. k_act_makeitem.ncs k_con_makeitem.ncs k_inc_ebonhawk.nss k_pebn_galaxy.ncs k_sup_galaxmap.ncs k_sup_galaxymap.ncs k_stunt_end.ncs k_creditsplay.ncs The following files from the modules folder have some scripts edited. unk_m41aaa - Edited Scripts k_pebn_exithawk.ncs ebo_m12aa - Edited Scripts k_def_gizka02.ncs k_punk_41aa_en.ncs k_punk_fincs_en.ncs k_punk_goebon.ncs k_punk_newfight.ncs -
1 point
Version 1.0.0
130 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.1
31 downloads
US to UK translation! Translates all subtitles in the base game, and should also work with any cut content restorations. - - - - - Not sure what 'colour' to choose for your lightsaber? Fear not! Spellings changed include favourites, such as; colour rumour travelled judgement with over 100 spellings changed!!! Simply select english and away you go! For any country that uses EN-GB british spelling (I'm looking at you ROI/AUS/NZ), or even those that don't. Two versions are available to download. For Jedi who like to fight with 'Lightsabers', or for Jedi who would prefer to wield 'Lightsabres'. - - - - - To Download: Unzip the file, drag the new dialog.tlk file into your game folder, and it's done. (Which would be in Program Files(x86)/Steam/steamapps/common/swkotor) I recommend moving the original dialog.tlk file somewhere safe incase you'd like to revert back! - - - - - Mod Compatibilities: KotOR 1 Restoration: Installing this mod after K1R enables their TLK corrections to apply to UKSpelling's dialog.tlk file. That means you'll get the grammar and typo fixes of K1R and the en-gb spellings (Not sure if this changes some of my spelling changes though!). If installing this mod before K1R, you'll get en-gb spellings but won't have the grammar and typo fixes of KR1. - - - - - Only the subtitles will show EN-GB spellings I'm afraid. In-game words such as on textures will still be the same. (Selecting any language other than english won't change the subtitles.) Enjoy! -
1 point
Version 1.0.0
97 downloads
Star Wars: Knights of the Old Republic - Rebalanced Force Powers [K1] v1.0.0 By Timbo Overview The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes. Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system. The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs. Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well. List of Changes Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP. Acknowledgements offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110. Compatibility Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens. Frequently Asked Questions Why do some of these changes feel like nerfs? That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more. What did you do to Aura? Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power. What did you do to Valor? Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4. What did you do to Speed? Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1. What did you do to Energy Resistance? Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances. -
1 point
Version 1.0.0
34,264 downloads
///// 01. Intro ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days so here’s a higher resolution version. ///// 02. Background ///// These actually started as a much larger project (that I fully intend to finish), but since I had the cards done, I figured I might as well release them. ///// 03. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. Note: For those of you who prefer the green cards from TSL, you’ll find that variant in the “green” folder. Just overwrite the originals. ///// 04. Uninstall ///// Remove the files. ///// 05. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 06. Thanks ///// ebmar, DarthParametric, Sith Holocron, Kexikus, JCarter426, djh269, A Future Pilot, LDR -
0 points
Version 1.0.0
314 downloads
Author: EAF97 Description: Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do). -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing. -Lashowe, Mekel, Shaardan, and other students will wear “low” robes -Yuthura and other teachers will wear “mid” robes -Masters (just Uthar) will wear “high” robes. -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2 -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL -Captives will wear “prisoner” outfits -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing. -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance. -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it. -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426 -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod. Installation: Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already. Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod). To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Credit: Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod Recommended Mods to accompany this one: "Kotor 1 Community Patch" by A Future Pilot: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ The following mods by JCarter426: https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/ "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric: https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/ The following mods by N-DReW25: https://deadlystream.com/files/file/2469-czerka-redux/ https://deadlystream.com/files/file/2310-k1-clothing-pack/ https://deadlystream.com/files/file/1109-sith-stalkers-k1/ The following mods by Dark Hope: https://deadlystream.com/files/file/2316-sithcom-dh/ https://deadlystream.com/files/file/2164-darth-bandon-hd/ https://deadlystream.com/files/file/2042-sith-soldier-hd/ https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/ "K1 Better Male Twilek Heads" by Ashton Scorpius https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ The following mods by Leiluken: https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/ https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/ Compatibility: If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod. If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears. This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten. Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work COPYRIGHT I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port": https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/ I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit: "New Male Caucasian Bearded PC Head" by SHB: "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given." https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head "Character Overhaul -Redux-" by ShiningRedHD: "You are allowed to use the assets in this file without permission as long as you credit me" https://www.nexusmods.com/kotor2/mods/1060 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. -
0 points
Version 1.0.0
102 downloads
Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.)