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Showing content with the highest reputation on 04/07/2025 in all areas
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1 pointTomb of Adas Reused Module: Tomb of Ajunta Pall Located: Near the Edge of the Valley a Reused Sith Sarcophagus for it's entrance You don't fight any enemies when you enter this tomb, But you have to fight Adas' Demonic Spirit who reused to let anyone take his axe (you need to be had Level 16 at most) In his Sarcophagus you will find Adas' Armour and Adas' battleaxe Tomb of XoXaan Reused Module(s): Krayt Dragon cave, Tomb of Ludo Kressh (Ported to KOTOR 1) Located: You will find it in a cave deep in the valley You will have to fight Dark Jedi Wraiths within the Tomb and You encounter her Spectre a completely custom model based on her appearance in Legacy which you fight and kill (You need to be at Level 14) In her Sarcophagus you find her Lightsabers, her Dagger and her robes Tomb of Sorzus Syn Reused Module: completely Custom made Located: next to Naga Sadow's Tomb Like before a Sith Sarcophagus is reused for the Entrance as the tomb is underground Inside you go down a long staircase where you Encounter Sith Apprentice Specters when you reached a large chamber with a door at the end lead to the Sarcophagus, in Sorzus Syn's Sarcophagus is Her writings, her Double Bladed Lightsaber, Her Holocron with a Recorded message from her and her mask All three tombs are mentioned by Dak with new lines This is all part of one mod titled "Valley Of the Dark Lords Expansion" It does NOT use TSLPatcher If anyone make these tomb ideas happen please do,
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1 pointHey Guys, great work on this! I liked the attention to detail in the dialogue options, the news channels, and the worldbuilding from the NPCs. Love Master Drayden's character too. For any players who haven't played yet, I found a fun tactic of equipping my melee fighters with poison masks and then having my ranged fighter toss poison grenades in to weaken enemies. I want to do a couple more playthroughs of this to see all the options play out. As you probably know, the dialogue needs some line edits for grammar and stuff like that, but I'm sure you'll get to that in future mods. Reach out if there is anything I can do to help you with further testing or feedback. Keep up the good work! Edit: After writing this review from my Sentinel Non-Canon Playthrough, I did a Consular Canon Play through. I realized I missed the whole cantina section on my first time, I didn't even know it was there.
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1 pointThank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there. Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
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1 pointFeel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
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1 pointCool to see a content mod come out. It felt pretty short and linear but still, good job on realeasing something, I wish we had more custom content. I only managed to break the mod twice, and only one of those by accident The arbitrary VO situation felt pretty distracting, especially in scenes where some characters were voiced and others weren't. It would have felt better without any VO at all, not even the alien ones. It was also sometimes hard to say who's talking in wider camera angles and some unskippable lines were pretty frustrating. I'll be back in 2049 to check out Nar Shaddaa.
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1 pointThats great. Still, a couple of hours of gameplay with some points only in the place where i least expected it threw me off. I think you should add it in some places for the same of it. I believe that makes the experience better, like Peragus II in Kotor2 where Kreia and atton dialogue both have chances for points.
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1 pointPlaying through episode 1 felt incredibly nostalgic, it was as if I opened up an old save on Kotor and experienced a brand new chapter. Here are some of my take away's from the mod: 1. The devs used clever use of reskin's to existing and ported levels. While I do hope to see newer areas in future episodes (i.e. using cut modules from Kotor 1, Sleheyron, or even M4-78 ), the level design in the opening chapter was well executed and enjoyed exploring the content in these areas. 2. I particularly enjoyed the difficulty in the combat. Unlike previous games, it made me utilize consumables rather than continuing to spam Flurry on repeat. 3. Side quests were incredibly done and the inclusion of skill checks was impressive. Love the evolution of this from Kotor 2. 4. I really enjoyed how the story unfolds as it begins with a simple Jedi mission surrounded by intrigue to a more complex narrative. There are a few critiques I have with the writing (particularly the epilogue) but it is a great foundation that had me glued to the PC till I completed. 5. Music felt very much like Star Wars but more subdued. Use of existing tracks also were placed well, hopefully a few of the ambient themes from Kotor 1 can make an appearance in future expansions! Cant wait to hear more of the original tracks as episodes release. Glad to see you back at the helm @Logan23! Its great to see your work over the years, the passion from you and the team truly does come through in this release.
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Version 1.0
54 downloads
Summary A mod for "Star Wars: Knights of the Old Republic II - The Sith Lords" which fixes the inventory and XP loss during the first section of the game. In the original and TSLRCM version of the game, none of the benefits from the Prologue are kept for the rest of the game which makes not much sense in the story. This mod fixes this anomaly. In details, this mod does the following: Save the XP earn by T3-M4 during the prologue The XP is temporarly re-assigned during the Hangar/Fuel section with T3-M4 The total earned XP with T3-M4 is given back when T3 joins the party Properly separating the inventory of T3-M4 (including the Prologue acquisitions) and the Exile. Both inventories are merged when T3-M4 joins the party How to install? Put the content of the install/override folder into the override folder of your game. Compatibility table | Platform | Running | |-----------------|---------| | PC | ✅️ | | MacOS | ✅ | | Nintendo Switch | ✅ | | iOS | ? | | XBox | ? | Source Github page: kotor2-mod-prologue-benefits Permissions Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me. -
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1 pointThat did it. I have a patch for all the known glitched vanilla models and fixes for lag and crashing. Since using "disable vertex buffer objects=1" fixes the bugged light saber hilt texture, my goal has been to make the game more stable and patch any bugs when using this setting. Honestly, most of these danglymesh animations aren't even working, so no one will notice changing them to trimesh.
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1 point
Version 1.0.0
617 downloads
This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion. -
1 point
Version 1.00
36,448 downloads
this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like bu give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney. ps. I used the dds format, please keep it in dds, it's way more efficient and I noticed next to no quality loss. -
1 pointIt requires research into a larger pack. Grab these files: C_Khounda01, C_Khounda02, C_Khounda03, C_Khounda04, C_Khoundb01, C_Khoundb02, C_Khoundb03, C_Khoundb04 from one of these packs or one of these packs.
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Version 1.0.0
334 downloads
A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 11.05.2022 Description: On the 21st of February 2015, Darth Sapiens released his T3-M4 HD 2k reskin mod to Deadlystream.com (http://deadlystream.com/forum/files/file/514-darth-sapiens-presents-t3m4-hd-2k/). In the years following his release, Sith Holocron recolored Sapiens’ texture for the other astromech droids in the game /( https://deadlystream.com/files/file/971-refurbished-astromech-droids/) What we didn’t know is that Sith Holocron recolored the T3-M4 texture for his own personal uses as he was attempting to get closer to the coloring seen in the original “vanilla” T3-M4 texture. Sapiens’ original mod can only work in K1 if the player renames the original texture (and the associated TXI file) to the K1 name structure. To quote from Darth Sapiens’ original mod page: "this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like but give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney." With this is mind, I have decided to publish Sith Holocron’s modified version of the T3-M4 HD 2k mod for Kotor 1 in particular. All the credit goes to Darth Sapiens for making the original mod. (Please see Credit section for additional credits.) Installation: For Star Wars Knights of the Old Republic - Extract all files into the Star Wars Knights of the Old Republic/Override folder. Uninstallation: Take it out again. Known Bugs: None known at this time. Credits: This mod would not have been possible with Darth_Sapiens' mod so primary credit belongs to him. Oh . . . and credit to Sith Holocron for the recoloring and responding quickly to my questions about this mod. And the screenshots! Additional Mod Suggestions: If you like the look of Sapiens’ mod, may I recommended to you also download and install Sith Holocron’s Refurbished Astromech Droids mod? (https://deadlystream.com/files/file/971-refurbished-astromech-droids/) Unlike this mod, no renaming was required for that mod. You’ll have the added benefit of Darth Sapiens’ design being standard through the game. This of course is optional. Of course, you may prefer Sapiens’ coloring of T3-M4, especially as some of you have been using that texture in TSL for years. That seems fair to me! In that case, I recommend you download Sapiens’ mod (linked above) to your desktop and do the following: - First uninstall this mod - Rename P_t3m4_01.DDS to P_t3m3_01.DDS - Rename P_t3m4_01.txi to P_t3m3_01.txi - Rename PO_PT3m4.tga to P_pt3m3_01.tga - Rename PO_PT3m4.txi to P_pt3m3_01.txi - Move the renamed files and the remaining unnamed files in that folder to your Override folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. Sith Holocron's Policy: I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. -
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0 pointsOMG, just logged in today after years of being away, and seen this. Couldn't have given me a better present, thank you for all the years of work and dedication. Very happy to finally see this day.
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0 pointsSpoilers!! Okay so i finished EP 1 and its great. Pretty linear, however, theres a lot of bugs. I played canon, Revan was a man with dark side ending, The exile was a woman with dark side ending. 1. The jedi master actually has the "you look fine to me" and "okay that should do it" dialogue flipped (when you ask him to heal you). I also did not see any healing effects from this even when i was low on hp. In fact im willing to say it increased my force points. 2. There are numerous spelling mistakes throughout the whole game 3. On numerous occasions Revan and The Exile get misgendered. It happened once, that in the same dialogue their pronoouns changed 4. When coming back from the king of corellia and going to find the bunker, Bao-dur still seems to have the old dialogue where he says smth along the lines of "If you dont have the [ship stuff] dont come back". Im pretty sure he didnt refer to the hard drives 5. The epilogue cutscene freezes, particularly at the end of it and when the male sith master appears for the first time. General feedback? This mod is actually pretty nice. I think that the story so far makes well enough sense. I think there should be much much more itneraction that give light/dark side points (I was doing a dark side playthrough, and managed to only ever get light points, and it happened once :/) It also throws me off a little that the jedi master does not level up, but it does actually make sense I guess. The murder mystery aspect was pretty well done, and the Sith lords are elusive enough. Im not sure whether it is a good idea to reveal that so many sith exist in the epilogue, considering for the while time we saw 2 people, who werent confirmed to be sith. Otherwise, the dialogue is great. I'd have to replay it to check if every person doesnt actually talk the same but i didnt have an issue with that on my first playthrough. Im not sure if onderon was a good pick for corellia. Iirc from swtor corellia reminded me more of coursant, and planets like taris or nar shadda wouldve fit it more, but i might be making stuff up over here. 9/10 Msg me if you need smth more. Very nice mod and its going in great direction. Im open to further testing of it or providing more info of mistakes here and there.
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0 pointsI bet you feel real silly right now 🤪 The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone. ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.