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Showing content with the highest reputation on 07/17/2025 in all areas

  1. 4 points

    Version 1.0.0

    14 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. 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 my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For 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. 2 points

    Version 1.0.0

    18 downloads

    The mod replaces the implant icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: implant.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.
  3. 2 points

    8 downloads

    This mod adds unique appearances for each of the guards in the Sith Academy on Korriban. Each guard uses a modified version of the Sith Trooper model with the helmet removed and has a unique head ported from TSL. This mod will not work with saved games in which you have already entered the Sith Academy, as module data is stored within saves. You will need to use a save from before you enter the Sith Academy or a start a new game for the changes to apply. I’m aware that there was previously a similar modified Sith Trooper model which is no longer available, but this one improves on that by having a slightly nicer modification to the mesh itself and has the adjusted vertices re-weighted to prevent gaps appearing between the body and neck during certain animation. Installation Run the included installer and the mod will install itself.
  4. 1 point
    Hello there everyone ! I'm planning, if the guy I'm working with succeeds in making @Quanon's Korriban modules work, to make a brand new Korriban expansion. In the eventuality that this happens, I would be adding 2 new Sith characters, probably(,if I'm allowed to,) using @DarthParametric's SWTOR Sith Pureblood head ports. These 2 will theoretically be a Sith couple, man and woman. Thus, I'm writing this here to know in advance if anyone on DeadlyStream with a good mic would be interested (or knew someone who would be interested) in voice acting either the man or the woman. They would have pretty low voices, and would speak basic (English) as well as Ancient Sith (will probably use this translator for that). I might make it into 2 men (probably brothers in that case) if I don't find any woman to do it. Please don't be shy, feel free to contact me on here or on Discord (DeadlyStream / KOTOR server, user The_Chaser_One). Thanks in advance !
  5. 1 point
    For those who have wondered about or contacted me regarding new mods or mod fixes, I apologize if I have not gotten to them over the past several months. Since the release of my last mod last year, my family has moved and I have also been working. Additionally, most people are unaware of this but I do not in fact operate from a gaming computer but from my work laptop, which has only a limited amount of space. I plan on acquiring a gaming laptop at some point perhaps this Fall which would enable me to have a lot more space and work on and test my mods more. In the meantime, I have a small mod that I had worked on a while back and have thoroughly tested. Expect an update on this in the next few weeks or so. If you can guess, this will be for K1 in Dreshdae on Korriban.
  6. 1 point
  7. 1 point
    After 300 years of waiting…..Dark Hope has Returned!! Fantastic work as always!!
  8. 1 point
    I hear you. It’s why I feel like the only way to make it work is if you have a level requirement if possible otherwise like you said with Disciple he’d be way too overpowered. He’s the only one I’d say you could leave him as he is and it would still work. If I had to make it where all characters get a unique class, I’d say the following: Visas: Sith Assassin. As we’ve said, she’s this in all but Class. I’d just give her the class right off the bat but nerf her initial build so it’s balanced. I think there’s another mod that does that tho & wouldn’t want rip someone else’s mod off. Atton: Jedi Watchmen (The Jedi Gunmen) Mira: Jedi Sentinel (fits with her pacifism & work for someone’s benefit mentality) Handmaiden: Jedi Guardian (Fits the Warrior mentality) Bao Dur: Weapon Master (He’s a literal Weapons Master so why not fuse that with a Jedi mentality) Disciple: Jedi Councilor (Master/Lord would be too overpowered unless you nerf his Influence Bar so it doesn’t happen immediately) Kreia: Councilor since that Class of hers is more like a but then anything. That being said, I won’t deny that Master is more fitting for her since she takes on a Master role throughout the entire game and once was a Jedi Master herself, not to mention it would be funny to treat the endgame as her unlocking her second class of Sith Lord. If anything, change her original class to Master since that is her role (Master Manipulator) in the Squad & we go with the headcanon that her Prestige unlock of Sith Lord is gained when you meet with the Council. Hanhar: Stays as Scout. No Force Wookie for you…tho Marauder would be fun. Funny how in the mapping I made here, Marauder is the only one not used. Mandalore: Stays as a Soldier but I’d use that Lightsaber Mod since it’d would be fun & is a fun tie in to The Mandalorian & The Disney Era lore. The Droids: Stays Same because they are a bunch of Clan…*gets shot by a Perfect Snipe* Declaration: “Language, Meatbag!!”. Overall, there would definitely have to be some kind of balance and I feel like the best way is to make it where everyone has a unique First/Final class. Some stay the same while others get a new class, but only if it best fits them.
  9. 1 point

    Version 1.0.0

    0 downloads

    INTRODUCTION: This mod aims to make Taris easier by giving you Class Specific items on the Endar Spire. These items are quite powerful and should hopefully make Taris a breeze. STATS OF THE WEAPONS: Republic Vibroblade (Given to Soldiers): Strength +1 Damage Bonus: Piercing +1 Bonus Feat: Improved Two Weapon Fighting & Weapon Focus: Melee Weapons Smuggler's Blaster Pistol (Given to Scouts): Dexterity +1 Charisma +1 Wisdom +1 25% Chance to Stun Damage Bonus: Universal +2 Pirate's Blaster Rifle (Given to Scoundrels): Dexterity +2 Bonus Feat: Improved Scoundrel's Luck & Weapon Focus: Blaster Rifle 25% Chance to Slow Republic Soldier Armor (Given to All Classes): Intelligence +2 Dexterity +1 Defense Bonus: 4 Bonus Feat: Weapon Focus: Blaster Rifle & Weapon Focus: Blaster Pistol Regeneration: 2 INSTALLATION: Simple, Copy all the files in the "To Override" folder into your Override folder. UNINSTALLATION: Also Simple, copy the file in the "Backup" folder, into your Override Folder. It's (almost) like the mod was never installed! If you want to completely uninstall the mod, delete all the files you copied into your Override Folder. KNOWN INCOMPATIBILITY: This mod is incompatible with any mod that modifies "end_trask01.dlg". Anything else should* be fine. If you wish to make the mod compatible with another mod, you'll need to modify the OTHER mod's trask dialog. It's super simple, just add the scripts end_soldier anywhere in the dialog file after the game's confirmed you are a soldier. Do the same thing with the scout and scoundrel scripts (end_scout & end_scrl). KNOWN BUGS: - None are none at the moment, if you find any bugs, please let me know via a PM on Deadlystream. Note: Due to the small size of the mod, I doubt that there will be any bugs. CREDITS: Cortisol - Holocron Toolset Bioware - Kotor I
  10. 1 point

    Version 1.0

    10,501 downloads

    This mod replaces the Citadel Station backdrop. I've made a new one using high resolution renders of the Citadel models with 3ds Max. New texture resolution is 4096x4096.
  11. 1 point
    Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below. You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...". That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes Here you go: K1 music overview spreadsheet Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene. While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist): 1 mus_gui_start (The Old Republic Theme) That's the theme played in the main menu. 7 mus_theme_carth (Captured by the Leviathan) This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam. 33 mus_bat_out (The Temple) 45 mus_bat_valsith (Uthar Wynn's Trials) 46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file)) And finally, here's the playlist.
  12. 0 points
    Great Job. A significant improvement compared to the vanilla game.
  13. 0 points