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Showing content with the highest reputation on 05/10/2025 in all areas
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2 pointsI was mentioned in Episode 110 of A More Civilized Age: A Star Wars Podcast for my same-gender romance mods for KotOR 2!
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1 point
Version 1.0.0
24 downloads
TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well. Bug Fixes: Restored Content: -
1 point
Version 1.2.0
33 downloads
While you sleep in the medical room, C3-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift - Music Volume During Dialogue Fix How to use: Place C3-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. Source: https://github.com/J0-o/kotor2mods/tree/main/C3-FD_patcher -
1 point
Version 1.0.0
24 downloads
In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles. The fix is to simply change the model type from 'lightsaber' to 'other'. This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL. Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models. -
1 pointView File Manaan Rapid Transit system Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Installation 1) Make sure you have Capitaine Spoque's mod installed, unless you don't want to use it 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will basically be compatible with everything, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation. I also named my files with the most customized names I could, so you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/09/2025 Category Mods K1R Compatible Yes
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1 pointI actually didn't know that. Nice one. However, I still think the best place to ask important questions is at the bottom of that page ( https://deadlystream.com/files/file/2739-manaan-rapid-transit-system/?tab=comments ) in the comments section. Then you just have to scroll down instead of clicking a button. It's not a big deal, but beginners like me might not know that this "Get support" button is actually important. I always look at the Reviews / Comments section first and I'm pretty sure I'm not the only one.
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1 pointHello! Thanks for the answer! I always used to ask my querstions clicking on the "Get Support" button that every released modification gets when they are published. It automatically takes me here. Perhaps it is not the right place, but in that case, which page is right? Cheers!
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1 pointHey @Salk , glad you like it ! For the textures, there are several main reasons : 1) Actual reasons : - I wanted to use @LoneWanderer's modders' resource's SWTOR speeders as I thought they looked great - The yellow taxi was looking bad with Manaan colors imo ; Furthermore, from what I've understood, Ahto City and Manaan have basically 2 main colors : blue and white / grey. Thus, the choice of model was quite obvious. - As you said, the yellow taxi, when compared to Capitaine Spoque's mod, could imply that you would have to pay. I have included plot explanations for why it is free, for more realism. 2) Plot reason : - The speeder, in my interpretation / explanation, could be built by an Ahto City's official public company, which is why the security selkath now has his new line. Therefore, the speeders' colors should match the city's. I have my own question though. Why don't you comment directly on the mod's page ? This way, more people would see your comment as well as my answer ! Have a nice day/evening !
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1 point
Version 1.0.0
19 downloads
Fullscreen replacement loading screens for TSL. All loading screens are included. How these were created: - Captured in-game screenshots with a low FOV - Reshade effects were used for sudo-raytraced lighting and color correction - Used GIMP to apply smoothing and anti aliasing - Applied and blended 3 different "paint" filters, in GIMP - added dark gradient at bottom of screen to make text more readable -
1 point
Version 1.0.0
12 downloads
A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". Permissions Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointConsider my mods unofficial modder's resources at this point (May 08, 2025). Feel free to change and release them as you wish.
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0 pointsHello, @The_Chaser_One. Congratulations on this new release. I will be glad to check it out once I reach Manaan during my playtesting (it may be a while), but I have a question: what was the reason for using a different texture than the classic yellow taxi texture used in Capitaine Spoque’s Taris Rapid Transit System? I want to say that the new texture is quite pretty, too. It was just a curiosity. Is it perhaps because the service is free and the yellow taxi texture would sort of imply that the Player should pay for it? Cheers!