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  1. 1 point

    Version 1.0.0

    23 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.
  2. 1 point
    There have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
  3. 1 point

    Version 1.4

    54,664 downloads

    Summary This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red- Blue Alternative is a mix of these styles. It retains the color scheme of the Brown-Red-Blue option while keeping the variety of the 100% Brown option. Dark Jedi robes, of course, are always black. All styles come with or without gloves for your player character and some non- player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Extract files from the downloaded archive. Run Install.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata: k_bbb – 100% Brown k_brb – Brown-Red-Blue k_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility & Other Notes This mod is not compatible with my Cloaked Hybrid Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  4. 1 point
    Merging Levels So I got distracted while fixing some holes in the level geometry for Manaan and realised some of the games levels could be easily combined into one. Currently I am not sure what I plan to do with this but these are the three levels I have put together. Endar Spire This actually needed a little editing to get it to fit properly, but it was very close to being perfect when imported to begin with. Taris Sewers This level also needed a little editing but it was easy enough to line up both halves of the level. Manaan - East & West Central These two levels are in exactly the right position when imported, however the joining room needed editing quite a bit to make everything work and look right. I have Manaan and the Endar Spire working in-game, I am just having a little bit of trouble getting one of the roomlinks to work on the Endar Spire and I have only just put together the Taris Sewers level. While I am no sure how many levels could be fit together like this, there are quite a lot for which it just wouldn't work. To think, all I set out to do in the first place was add in the missing room to Manaan's Hotel... Thor110
  5. 1 point

    Version 1.1.0

    3,435 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
  6. 1 point
    View File Better Stealth Toggle An autohotkey script that makes stealth much less of a chore to use. I always hated having to manually dismiss the popup when entering stealth mode and AGAIN when disabling solo mode. This fixes that. How it works: You define a single key that when pressed will either: 1. put the currently controlled character into stealth mode; or 2. disables solo mode (which also takes you out of stealth mode). In both cases the popup is dismissed when you release the key. So... You just need to set up the script to use your preferred key and also tell it what keys are bound ingame to your solo mode and stealth mode... and have the script running while running the game, of course. You can edit the script using notepad or whatever. I made notes next to the parts that need to be changed NOTES: 1) I made three notes within the script where you'll need to make changes to make this work for you (keybinds). 2) The script may need some customized tweaking because it taps a pixel at screen location X=53, Y=1000 in order to detect if the currently controlled character is in stealth mode or not. I'm running the game at 1920x1080, so if your resolution is different, this won't work "out of the box". 3) Let me know if it doesn't work and I'll work with you to fix it. 4) Also, I can only play the game in windowed mode and I don't think it'll work in fullscreen... so I won't be able to help if it doesn't work in fullscreen mode for you. You can download autohotkey here: http://www.autohotkey.com/ Submitter Daemonjax Submitted 06/19/2015 Category Mods  
  7. 1 point

    Version 3.0

    2,112 downloads

    *************************** Knights of the Old Republic *************************** TITLE: Effixian's PMHC04 from K2 to K1 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod replaces PMHC04 (a.k.a. "Mullet Man") with PMHC04 from KotOR 2 (a.k.a. "Jesus"). As requested by KohlKatarn & valten7. ************* INSTALLATION ************* Unzip. Copy the files inside the folder to your game's Override folder. ***** BUGS ***** There's a clipping issue with the eyelids/eyes at the very start of the game, when your character has its eyes closed/is sleeping. ************* UNINSTALLING ************* Remove from the Override folder: - pmhc04.mdl - pmhc04.mdx - PMHC04.tga - PMHC04A.tga - PMHC04d.tga - PMHC04d1.tga - PMHC04d2.tga - PMHC04d3.tga - PO_pmhc4.tga - PO_pmhc4d.tga - PO_pmhc4d1.tga - PO_pmhc4d2.tga - PO_pmhc4d3.tga ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mod if you simply ask me. ********* THANKS TO ********* - Fred Tetra's Kotor Tool - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- 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.
  8. 1 point

    Version 1.5

    14,021 downloads

    Summary This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people. I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer. Video Preview Installation Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency. Uninstallation Remove the installed files. Compatibility This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades. This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods. Credits KOTOR Tool – Fred Tetra Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON... Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  9. 1 point

    Version 1.2

    3,606 downloads

    Author : RedHawke 07/16/06 V1.2 (Original Release: 10/06/04) Update : 02/25/2020 V1.2i ============================================================================ Version History ------------------------------------------------- 1.0 original Release 1.1 Fixed Locked Door Issue [Crosses Fingers] (Thanks to T7nowhere) 1.2 Enabled Transit Function (Thanks to Kaspian) ---------------------------------------------------------------------------- This mod adds a new planet to travel to in KOTOR, ORD Mandell, though the planet is small (5 Areas), it has, what I hope is, a lot to offer. (Includes two new quests for KOTOR) I hope you all enjoy the New Planet! NEW INSTALLATION INSTRUCTIONS (updated) Run Tslpatcher, if you want to install High Stakes Warren Pazaak, copy and paste files from that folder. ------------------------------------ Incompatibilities: k_pebn_galaxy.ncs k_sup_gohawk.ncs k_sup_guiopen.ncs global.jrl (after running tslpatcher, may require jrl merging with jrl merger tool or manually with kgff editor to make things compatible) Installation Instructions: ----------------------------- Please put all the files in the 'For Modules' folder in your KotOR Modules folder, and place the 'For Override' folders contents in your KotOR Override folder... that's it. The 'Source Scripts Go Nowhere' folder doesn't do anything and you can IGNORE IT, is packaged with the mod to help fellow modders out. The 'High Stakes Warren' folder contains a script that if placed into your KotOR Override folder it will allow Warren the Quarren to be able to take up to 100,000 Credit Wagers in Pazaak. You will have to reinstall this mod if you later wish to install my Recruit RedHawke mod, or my Weebul & Utiinii's Shop and accidently overwrite the global.jrl file from those mods you will need to restore this file from this mod as the one with this mod is the most recent and compatable with all my previous mods. This mod should be compatable with just about everyone elses mods as well that doesn't use a global.jrl. Uninstallation Instructions: ----------------------------- Simply remove these files from your KotOR Override and Modules folder. This Mod Does: ----------------------------- This mod adds a new visitable planet to KOTOR, ORD Mandell, a republic resupply colony. It has a landing area, and apartment block, an outside area, some Storage caverns, and a suprise area, search the caverns for it. ORD Mandell has two merchants available, Sval Raan an Aratech Merchant and representative, he has the usual fare, Medical, Repair, sundries, nothing really extravagent. The second merchant is Baracus the bartender in the Cantina, because of the Juhani Side-Quest Bug not letting you get the Mika Dorin premium merchant offer, Baracus sells the Mika Dorin stuff as well, so now you can let Juhani slice up her tormentor, and still be able to buy good stuff. There are two quests available on ORD Mandell, one is from Warren the Quarren, he is a Pazaak player in trouble, and the other is from the Republic Base commander Major Brell Stygian, talk to them and see, feel free to explore first if you want. Warning: Recommended Character level for planet is 14+, You will be in for some potentially tough, but really good fights. You have been warned! ;^) New Armor: (By Achilles) ------------------------------------------------ *Republic Battle Armor* By Achilles (Used And Included With His Permission) Feats Required: Armor Proficiency - Heavy Defense Bonus: 10 Max Dexterity Bonus: +1 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Fire Damage Resistance: Resist 10/- vs. Sonic Special:Upgradeable, ArmorThe Republic has prospered militarily by keeping its troops well supplied with high quality heavy armor, ensuring they are always prepared for the most demanding battle conditions. This armor has been modified by me some, to make the files compatable with my other mods, and reduce the texture size a bit. You get the Armor as a major-part of the quest reward from Major Stygian. Acknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. And A Big...Big Thanks to DooM_DealeR, for for creating an awesome new area tutorial! And Another Big...Big Thanks to Darth333 and TK102 for their previous scripting help, without which this mod would have not been possible! And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program! And lastly, a Big... Big thanks to Achilles who made the Republic Armor and it's texture that makes the two Republic Twilek Officers in this mod look so cool, and more match the common soldiers! Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. Other Possible Bugs And Module Notes ------------------------------------------------- There is no planet text on the galaxy map for the planet, this would require editing the dialogue.tlk file and if I included one not only would the download size go up by 1.8 megs or so but it would mess with the non-english versions of the game. You can use TK102's KOTORTlk program to edit your own dialogu.tlk if you want to, the planets name ORD Mandell goes into entry #42505, and the planets description should go into entry #42511, too big to give here. Anyway I wouldn't suggest it, I left it alone and without text myself. :^) And I have no idea if the planet will become unavailable like the others do when you crash on the unknown world, I hope it does, but I have no idea if it really will, either way I would suggest once going to the unknown world, if the planet is still available, to avoid going to it, as I don't know what the effects on your savegame would be. If the planet is still available when you leave the unknown world, and you go to it, instead of the Star Forge like you are supposed to... you could mess up your save game so you do this at your own risk!!! And lastly, Enjoy!
  10. 1 point
    Since I believe that nobody has yet reported whether or not BOS:SR is compatible with K1R, I decided to play through BOS to test compatibility. This test run was done on the 4 CD version of the game, on a Windows 8.1 computer. I have encountered issues before with this computer's graphics card, but I believe that I have sorted out the graphics card-based issues with those caused by other things. As far as mods, K1R version 1.0 got installed first, followed by BOS:SR and the v.1.1 patch. I also installed the following mods in my game (not sure about the order, sorry): -Extreme Conditions Combat Robes: http://deadlystream.com/forum/files/file/405-extreme-conditions-combat-robes/ -Duel Room Final: http://deadlystream.com/forum/files/file/559-duel-room-final/ -Proper Manaan Quest Endings: http://deadlystream.com/forum/files/file/557-proper-manaan-quest-endings/ -Lightsaber and Force Forms (originally v. 1.0, but v. 1.1 later installed over it -- I think): http://deadlystream.com/forum/files/file/520-lightsaber-and-force-forms/ -Tomb of Exar Kun (uninstalled before the actual playthrough, but I keep it here in case there could somehow be some effect): http://deadlystream.com/forum/files/file/587-tomb-of-exar-kun-by-deathdisco/ -K1 FP Pack by Insidious (can't find a link, sorry) So then, the burning question: are the two mods compatible? Well... There are no gameplay issues or bugs that were not present before -- only problem I encountered was the game crashing when a bunch of Brothers of Shadow exploded into existence , but on a second attempt, that was not an issue. The mod can be fully played through. However, there are a number of graphics issues that can be annoying and, in one case, make things quite frustrating for new players of the mod. These mostly came in the form of appearances being changed, as in one character (usually a character) appearing as a different one. However, since the other appearances seem to all be from BOS:SR, I'm not sure whether the problem was with K1R, another mod (if this is the case, it's probably the duel room), or simply a faulty installation of BOS:SR. I've included a full list of the appearance bugs below under spoiler tags; if you haven't played before and don't want spoilers, than don't look under them. The first spoiler tag contains the one bug that might hamper new players' gameplay, use that one if you're stuck, and it may have the answer. No matter whether these graphics bugs were caused by K1R or some other factor, BOS:SR can definitely be played through with K1R installed, and does not seem to cause any issues with K1R either. Disclaimer: I played through this mod rather hurriedly, so it is possible that I may have missed something.