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Showing content with the highest reputation on 07/27/2025 in Files

  1. 3 points

    Version 1.1.0

    82 downloads

    A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 27.07.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions! It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod. Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic. Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic. The mod will be installed. Description: In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical. It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage. The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr. Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right? Wrong. Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early. If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute. Why do I believe this? The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks. This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following: * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission. * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr. * Repositioned the Lunar Shadow Crew so that they're less janky. * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender. * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks. * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender. * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations. * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit. * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair. * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother. * When Mira is zapped, that scene is unskippable. * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin. * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission. Known Bugs: This mod shouldn't have any bugs but if you find any 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: Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made! 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. 1 point

    Version 1.0.0

    5,592 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 04 FEB 2023 GAME: Star Wars Knights of the Old Republic and Star Wars Knights of the Old Republic 2: The Sith Lords Description: This mod collection replaces the LEH_scre02 textures found around the Ebon Hawk include much of the cockpit area, the room with the holoprojector, and other various EH locations. (The older version that was primarily made by Dark Hope will continue will still be available in my other releases in case this mod isn’t to your taste.) You may be wondering: "Why did this need to be made? You already animated Dark Hope’s texture so why not stop there?" Fair questions and I’ll answer it here to save folks from having to ask later. I do love DH’s LEH_scre02 texture as it’s very neatly designed. However as it is so neat, it does seem to be veering away from the vanilla aesthetic. It’s for that reason that inspired me to make my own attempt. First, I started with an upscale kindly provided to me by ConansHair of the LTA_scre02.tga texture. This texture - with some exceptions that will become quite apparent - are a slightly higher resolution in the vanilla texture so that’s why it was chosen. I’ve heard this unused texture as “the weird baby version” or “nightmare fuel.” (Before you ask, they are likely the developer’s babies born during KotOR1’s development.) I recolored the green parts to match LEH_scre02’s blue. Then there was this portion of the texture (already recolored blue): It lost a little bit of its shape during upscale, so I decided that now needed work. I took a portion from my Peragus Medical Monitors and Computer Panel mod and added to blue bars that can be seen in the picture above. Some minor recoloring of the planet as well. Other things done to the “nightmare fuel” texture: Added a wireframe of the Ebon Hawk in the standard monitor colors. Of course, animated as usual. Grabbed a top-down view of the EH from a menu and fiddled with it so both sides of the EH would be shown. I then added some subtle (for me, anyway) animations to the two places on the texture it is seen. Copied some knobs from that same menu to replace the ones in the texture. Added new versions of LEDs to cover the misshapen ones from the upscale. I added animations where I deemed it prudent. Replaced three of the monitors with textures that seemed to more closely match the aesthetic. (One of these is animated, the other two are stationary images.) Added tachometer type gauges, animating some of them. Adding animation to that 5 x 4 row of buttons. After all of these were done and looked over for issues by a top-notch beta team, I asked ebmar if he could add “glass overlays” to the monitors. An overlay free version is also available. Ebmar was also able to convert the 4K texture into a 2K TPC reducing the file size for everyone. Constructive criticism is welcome. Here’s a video preview of the texture in action. "Ah ha!" I hear some of you cry. "But what about this!?!" "What are those weird overlays on that texture?" you exclaim. Those have always been present on the model. And as this a texture mod and not a model mod, you know what the Mod Requests section is for. (So go on now. Scoot.) Installation: For either game – If already present in your Override folder, delete LEH_scre02.tpc, LEH_scre02.tga and LEH_scre02.txi (or move them to your Desktop) Then after extracting the contents of the 7z file, choose from the Overlay and Non-Overlay folders which TPC file you wish to use for your Ebon Hawk and place it in your Override folder. To Uninstall: Delete LEH_scre02.tpc from your Override folder. Known Bugs: None known at this time. If you do encounter one, please note it on the download page and tag me in the comment. I’ll see if I can suss out the issue. 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 the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: To ConansHair for the upscale of the and for input on this mod’s release. To Malkior and Fair Strides for their valuable input. And to Ebmar for adding overlays and for converting the huge texture to manageable TPC sizes.
  3. 1 point

    Version 1.0.0

    30 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Edge of Darkness mod) Version 1.0 Uploaded: 19 JUL 2025 Description: The Edge of Darkness Revenge Textural Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. Edge of Darkness uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the Edge of Darkness conventions. (See credits section for the other mods that were sourced.) Some of the EoD textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Some of the textures in Edge of Darkness are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve attempted to remain faithful to the – shall we say unique? - visual style of his mod. New upscales were set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. What’s not included and why: I have not upscaled the following categories of textures included with Edge of Darkness. Skyboxes (Many of these are custom made and/or already near the self-imposed 2048 x 2048 limit. They would not benefit from upscaling.) Inventory Items and their Icons - including clothing and weapons (Outside of the scope of my original plans) Action Icons (as I don’t think they’d benefit from upscaling) Absolutely ***anything*** by Kaidon Jorn (as I don’t think they’d benefit from upscaling) Most of the textures from Quanon (as they are close to my self-imposed size limit as they currently stand) Credits: Some ship textures and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and her generosity in making permissions open for her mod. Many of the TSL textures were sourced from “RESOURCE:Topaz GigaPixel AI Upscales – K2” by Thor110. I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that Edge of Darkness uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Minor assistance in re-adding transparencies to 5 LKA textures provided by 90sk. Moral Support graciously offered by Fair Strides. 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. This mod is not to be distributed for profit, either. 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 of my textures in other mods must be requested and approved by me before your use.
  4. 1 point

    Version 1.0.0

    18 downloads

    -------------------------------------------- Knights of the Old Republic - The Sith Lords -------------------------------------------- TITLE: Effixian's Dopak Player Character AUTHORS: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------ INSTALLATION ------------ Unzip somewhere and run the file "TSLPatcher - Install Effixian's Dopak Player Character". ----------- DESCRIPTION ----------- This mod adds a player head that is the same as the mercenary Dopak. There's vanilla dark side transitions, but with Sith eyes instead of zombie eyes. Orginally requested by rkallday1 on Steam. ---- BUGS ---- None known. ------------ UNINSTALLING ------------ 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) p_dopakh.mdl p_dopakh.mdx P_DopakH.tga P_DopakHd1.tga P_DopakHd2.tga po_Dopakh.tga po_Dopakhd1.tga po_Dopakhd2.tga 2. If you haven't installed any mods after this mod then you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another mod would likely result in undoing that later mod. ------------------ DISTRIBUTION NOTES ------------------ You can use the files from this mod in your own mod if you simply credit me. Please do not reupload to other sites. ------ THANKS ------ Stoffe and Fred Tetra for the needed tools and tutorials --------- Donations --------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix --------- 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.
  5. 1 point

    Version 1.0.0

    2,444 downloads

    This mod will replace and update Sith Soldier texture files. To Install 1. Download: Sith Soldier 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.