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  1. Version 1.0.0

    103 downloads

    Makes the tank droid more tank-like. SUMMARY The tank droid is a pretty cool unique enemy in TSL, but a couple of things bother me about it. I always found it disappointing that it has these giant gun barrels which look like they’re for launching missiles, like a tank, but instead it just tosses frag grenades at you. The game even has functioning rockets but for whatever reason they weren’t given to the tank droid. It also has a super high defense which makes it dodge attacks like the Matrix, which feels pretty odd. This is just a feature of the game mechanics, but it becomes particularly glaring on the tank droid. I mean it’s a giant droid, can it really be that hard to hit? This mod makes a few changes to make the tank droid more true to form. It will now shoot rockets instead of throwing grenades. These are not your average wrist rockets; they are bigger and more deadly, dealing 60 pts of piercing AOE damage. Additionally, the tank droid gets a -5 defense penalty for being a chonker but its base health is doubled and it gets Master Toughness granting -10% damage immunity. Its natural energy resistance is also reduced from -15 to -10 but it gains -5 slashing, piercing and bludgeoning resistance. Essentially you’ll miss significantly less but you’ll need more hits using the right weapons and moves to take it down. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of TSLPatcher.exe. UNINSTALLATION Remove the following files from Override: c_drdmkfour001.utc, crhide_tankdroid.uti, c_tankdroid.mdl, c_tankdroid.mdx, w_roktank.mdl, w_roktank.mdx, m_imp_tankrocket.ncs, m_rnd_tankdroid.ncs, and spells.2da. If any files were created inside the backup folder, move them to Override. COMPATIBILITY Should be compatible with most other mods unless they edit the tank droid. When in doubt, install this mod after others. This mod edits the c_tankdroid model to line up the rocket with the gun barrels a little better, which will overwrite model changes made by other mods. Install after Droid Models Animation Fix by CapitaineSpoque, which this mod forwards the relevant changes from. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty CapitaineSpoque - base tank droid model, Droid Models Animation Fix TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra KotorBlender - seedhartha Mods in screenshot: Ultimate High Resolution Pack - ShiningRedHD Ultimate Character Overhaul - ShiningRedHD
    13 points
  2. Version 1.1.0

    174 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! 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.
    12 points
  3. Version 4.1.2

    9,392 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. 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. Bugs: - Fog fix does not work with M478 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. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
    10 points
  4. Version 1.0.0

    849 downloads

    New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 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.
    10 points
  5. Version 1.0.0

    302 downloads

    Smoother mine effect edges. Nice and simple. Install: 1) Choose either Regular Version or For Mines Overhaul Version 2) Extract to override Regular version is for vanilla game Mines Overhaul [TSL] mod required for the Mines Overhaul version. Credit: offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version
    10 points
  6. Version 1.0.0

    129 downloads

    I used the great textures from Vurt and had his permission to upload my version . I remade my custom hutts with those high quality textures. I also thank Dark Hope for the help i had and the patience i recieved https://www.nexusmods.com/kotor/mods/1730
    9 points
  7. Version 1.1

    76 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.
    9 points
  8. Version 3.0

    5,333 downloads

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires 3C-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water - Sith Tomb Install Instructions: 1) Apply 3C-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory
    9 points
  9. Version 1.0.0

    578 downloads

    This mod will replace and update texture files. For proper operation, High Quality Aliens: Rodians 1.1.0 must be installed. Thanks to Stormie97 for the wonderful mod. To Install 1. Download: ST_Rodian HD.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. Delete the ST_Rodian 01 - 05.tpc files 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
    9 points
  10. Version 1.0.0

    303 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
    9 points
  11. Version 1.0

    170 downloads

    This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.
    9 points
  12. Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra Zip File (GZF) containing everything you need to use this A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor server, OpenKotOR server, DeadlyStream server, and the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Google Drive Link Here
    8 points
  13. Version 1.0.0

    262 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM 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 TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM 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. Additionally, some of the textures in TJM 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 mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) 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. As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for his mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM 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. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. Thanks to Fair Strides for texture feedback and moral support. 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. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
    8 points
  14. Version 1.0.0 A

    481 downloads

    I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 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. Delete the DP_TarArenaScr A - I .tpc files. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    8 points
  15. Version 1.1.0

    4,475 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.
    8 points
  16. Version 1.0.1

    416 downloads

    3 new Force powers inspired by the powers of the Sith Triumvirate. SUMMARY This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate. Hunger - Passively drain the Force and vitality of everyone around you over time. Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is. Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse. These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX. The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option. See below for detailed descriptions of the power effects and prerequisites. DETAILS The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend. Hunger Pain Betrayal INSTALLATION To install, run TSLPatcher.exe and select the “Main Install” option. (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override. 3. Move dialog.tlk from the backup folder to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on. This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last. This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any. Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM). Should be compatible with most other mods. PERMISSIONS Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission. CREDITS offthegridmorty Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
    7 points
  17. Version 1.0.0

    112 downloads

    THE SITH LORDS RESTORED CONTENT MOD ADD-ON: M4-78EP Unofficial Patch 1.0 1. Description: ---------- One of the most ambitious Kotor II mods is also one of its most controversial. The M4-78 Enhancement Project, or M4-78EP, was the culmination of years of hard work to restore the legendary Droid Planet of M4-78 back into Kotor II, however, the first releases of M4-78EP was plagued by two critical issues which gave the mod a bad reputation. 1) A mix of low-quality, amateurish voice acting and bizarre Droid filter choices. 2) Crippling lag in the Industrial Zone. Updates 1.3 and 1.5 of the M4-78EP were intended to fix these two issues. The majority of the Droid VO is now reasonably competent for a fan mod and the lag in the Industrial Zone was fixed, however, these updates also added more problems which simply replaced the old issues with new issues. 1) The teleportation mechanic during the Radiation section was controversial with some players. 2) The removal of the side quest “Termination Required” during the Radiation section was controversial with some players. 3) Removal of content was unfinished in some places. The Security Droid trio which was removed spill spawn during the Radiation section and could be found if you ran backwards in the Industrial Zone before clearing the Radiation. 4) Kaah’s new dialogue in ES-05’s Archon Chamber was amateurishly written when you compare it to the old dialogue. 5) Having Vash and possibly Kaah be killed by the weak Sith Assassins you mow down throughout the game was hardly seen as an improvement over the old ending. 6) In the attempt to fix the lag an important placeable was deleted which prevented the side quest “Fixing Droids” from being completed. This mod, the M4-78EP Unofficial Patch, is the work of a coalition of modder’s who have come together to fix M4-78 to improve the new content added in updates 1.3 and 1.5 whilst restoring the much beloved features which were removed in those updates from update 1.2. Please consult the “Features.txt” file for a full changelog of changes made to M4-78EP 1.5. Please note the following: Whilst M4-78EP 1.5 has language support for English and Russian the M4-78EP Unofficial Patch is ONLY SUPPORTS ENGLISH AT THIS TIME! Whilst M4-78EP 1.5 is available on the Steam Workshop via TSLRCM (English) + M4-78EP (English), the M4-78EP Unofficial Patch ONLY SUPPORTS THE DEADLSYTREAM VERSION OF TSLRCM AND M4-78EP! 2. Installation: ---------- Note: TSLRCM must be installed FIRST, M4-78EP 1.5 must be installed SECOND, and the M4-78EP Unofficial Patch must be installed THIRD, in that PRECISE order, and ALL other mods are to be installed AFTER these three mods. 1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ Please note that M4-78EP will NOT work AT ALL without TSLRCM. 2. Follow TSLRCM's installation instructions. 3. Once TSLRCM is successfully installed, run M4-78EP.exe. Installer will ask you where you want to install the mod - it should figure out where TSLRCM is installed by itself, so you probably won't need to change that. If, for some reason, the installer shows an incorrect folder, make sure you change it to directory where Kotor II is installed (where swkotor2.exe is located, NOT any of subfolders), same as TSLRCM. 4. If you want to install the “British Female Warning Voice” open the “British Female Warning Voice” and copy the audio files from there into the “tslpatchdata” folder inside the M4-78 Unofficial Patch download and overwrite the existing audio files. Doing this will install the British Female Warning Voice instead of the American Female Warning Voice. 5. Run the HoloPatcher.exe inside the M4-78 Unofficial Patch download, navigate to your Kotor II install folder and click install. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team it can happen that bugs, including critical ones, pass through. We will fix them, so check our site for any potential updates and patches. 7. Install any of the included Bonus Addons from the “Bonus Addons” folder that you’d like. Note: If you plan on using Ashton Scorpius’ TSL Better Male Twi'lek Heads mod, install that mod, open the folder “TSL Better Male Twi'lek Compatibility Patch” in the “Bonus Addons” folder, choose between Vanilla Quality and High Quality, and copy the two files from one of these folders and place them into your Override folder. 8. Install any other compatible mods you desire now. 4. Uninstall ---------- Not possible. Make sure you backup your Kotor II game folder before installing TSLRCM and M4-78EP 1.5 to ensure that you can go back and reinstall your mods without M4-78EP 1.5 should you change your mind. 5. Known Issues --------- - When entering 812DRO, the Droid Manufacturing Module, the side quest Deadly Upgrade reactivates again for unknown reasons should it have already been completed. - Whilst the shadow of the Droid Construction Boss model, L5-65’s model, was fixed I suspect it has a few problems. The Environmental Zone’s Guardian Droid boss fight appears to be doing a T-Stance when Kaah has his final line and, when talking to L5-65, the Droid will “Moon Walk” on the spot without stopping. - The Escort Droid will still teleport you to 810DRO and 811DR (M4-78EP 1.5’s Droid Manufacturing and Research & Development modules) instead of 812DRO which is the new Droid Manufacturing Module made by Thor110 which merges 810DRO and 811DRO into one module. - Kaah Ohtok’s unique death scene if you spare him in the Environmental Archon Chamber and then try to “recruit” him into your Party may not fire properly. If this is the case and it can’t be fixed the option to fake recruit him may be removed, however, do know that this scene not firing should not break your game. 6. Future Plans --------- - Improve Korriban content. - Restore the bonus side quests for HK-47, T3-M4, and G0-T0 during the Radiation section of M4-78. - Rename every single Droid on M4-78 to make Droids easier to identify. For example, instead of “CS-36” he’d be named “Greeter Droid CS-36” and journal entries will specify that detail so that he should stand out amongst the plethora of CS named Droids. - Give every single named Droid a unique texture to make Droids easier to identify. For example, if CS-36 was the only droid that was colored hot pink and the journal entry said he was hot pink it would be easier to identify that Droid. An optional HD pack is also planned for these new Droid textures. - Reword and reorganize certain Droid dialogues so that the dialogue is more consistent with the rest of the game. - Add more Party dialogue interjections throughout M4-78. Some of these could be lifted from other parts of the game, spliced together, or created with AI so that Party members can actually interact with the planet they are on. Do note that Hanharr uses alien VO and can be written to actually talk about M4-78. - Fix the 1.5 content where you could use Bao-Dur to break into the Environmental Zone first before going to the Industrial Zone. - Add more Power Cores. - Revoice Master Vash with a human voice actor, NO AI, and change the ending to allow her to reunite with the others on Dantooine. 7. Credits: -------------------------------------------------- » Developers -------------------------------------------------- - N-DReW25 - Project Leader, dialog correction, dialog editing, git file editing, texture editing, VO splicing. - Thor110 - Project Leader, scripting, git file editing, modeling. - Sith Holocron – Major graphics artist, creator of the optional HD M4-78 textures, several upscaled droid textures, texture editing in general, and edited VO. -------------------------------------------------- » Beta Testing -------------------------------------------------- - AxConsortium - Doodmane444 - Vriff 8. Contributors: -------------------------------------------------- - Ashton Scorpius – Creator of the TSL Better Male Twi'lek Heads mod which contained an M4-78 compatibility patch which was used as a base for the Kaah Ohtok Compatibility Patch found in this mod as Kaah’s texture was changed. - Dark Hope – Creator of the PROTOCOL DROID HD mod and the, as of today unreleased, HD Male Twi’lek head texture, which served as a base for IS-18’s HD texture and Kaah Ohtok’s HD texture. - ndix UR – For fixing the glowing eyes of the Foreman Droid model. -------------------------------------------------- Special Thanks -------------------------------------------------- Zbyl2, Stoney, Hassat Hunter and the other developers and contributors of M4-78EP. Please consult the M4-78EP page for the full list of users. 8. Distribution Notes ---------- This mod may not be modified or distributed without the explicit permission of the authors. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
    7 points
  18. Version 1.0.0

    111 downloads

    This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors: Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits. Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with: giveitem d_c_kit 1 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    7 points
  19. 201 downloads

    New models and textures for the datapad. Models created by DarthParametric. To Install 1. Download: DarthParametric's Datapad.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.
    7 points
  20. Version 1.0.0

    256 downloads

    This mod will replace and update Mandalorian Neo-Crusaders texture files. The Vurt textures have been edited. Seams have been refined, and details have been added and removed. Thanks to Vurt for the wonderful textures. It was a pleasure working with them. To Install 1. Download: N_Mandalorian (Vurt's KotOR Visual Resurgence).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.
    7 points
  21. Please see the official GitHub repo to get support and find updates: https://github.com/OpenKotOR/DeNCS DeNCS - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? DeNCS can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, DeNCS converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use DeNCS - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the DeNCS folder 2. Double-click DeNCS.exe (Windows) or DeNCS.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\DeNCSCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./DeNCSCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\DeNCSCli.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click DeNCS.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x DeNCSCli/DeNCSCli For more help: Run .\DeNCSCLI.exe --help (Windows) or ./DeNCSCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization You! if you like! just head to https://github.com/OpenKotOR/DeNCS and start contributing. This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
    7 points
  22. I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
    7 points
  23. Version 1.0.0

    119 downloads

    This mod recruits the droid T3-H8 to the party when he is purchased from Janice Nall's droid shop. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Copy portraits.2da from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the file from your game's Override folder. Copy tar_m02ab.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides DeNCS—JdNoa & Dashus DLGEditor—tk102 ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 tga2tcp—ndix UR This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords. License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
    7 points
  24. Version 1.0.0

    434 downloads

    This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.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
    7 points
  25. Version 1.0.0

    3,882 downloads

    Improved Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. CREDITS: EbonHawkStowaway999 for the idea. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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.
    7 points
  26. Version 3.2

    2,081 downloads

    Introducing: Sleheyron Story Mode... A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever mod project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it. First Sleheyron first main two folders, then the K1CP, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron). There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: Of all the people I need to thank, there are two above all others: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and Th3W1zard1 designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too. Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens). Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! ... Updates for 3.1! NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever? INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career! An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District. BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made! NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you. NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too! NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures! And probably more that I am forgetting! And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out!
    6 points
  27. Version 1.3

    541 downloads

    Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). WARNING : If you want the Sunry's murder recording enhancement, you'll need to download it first. This mod is very much recommended as it combines with Gonto to enhance the murder quest ! Make sure to do SMRE ---> missing room ---> Gonto. 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
    6 points
  28. Version 1.0.21

    5,004 downloads

    Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 Description: This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added. The Mod is divided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
    6 points
  29. Version 1.0.0

    445 downloads

    Default Hilt Replacement Mod 2025 ---------------------- Author Kaidon Jorn, December-March 2025/2026 DHRM 2025 Changes: ---------------------------------- Blade models and planes are set to the correct Z position. New blue double-bladed model made from original blue single bladed model. New (old) models for red single and double bladed. Green single bladed made into new green double bladed. Yellow single and double model textures touched up. Purple models reskinned. New orange single bladed made from orange double bladed. New viridian single bladed made from viridian double bladed. New silver single and double bladed models made from (very old) yellow double bladed model. New cyan double bladed model made from cyan single bladed model. Bronze models textures touched up. Otherwise no change. Short saber model remapped and reskinned. Made new icons for all models. Purple blade is now violet instead of amethyst. This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
    6 points
  30. Version 1.0.0

    208 downloads

    New animated texture. To Install 1. Download 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.
    6 points
  31. All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
    6 points
  32. Version 1.0.0

    26 downloads

    Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR 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 ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR 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. Additionally, some of the textures in ROR 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 mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) 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. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. 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. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
    6 points
  33. Version 1.0.1

    252 downloads

    Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game. SUMMARY TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup. With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes. This mod also adjusts the orientation of some of the characters to make the scene look a little more natural. TSLRCM is required to use this mod. INSTALLATION Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs. PERMISSIONS Feel free to use this mod however you want as long as the credits listed below are included. CREDITS offthegridmorty L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement) zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102
    6 points
  34. Version 2.0.0

    86 downloads

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
    6 points
  35. Version 1.0.0

    199 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
    6 points
  36. Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
    6 points
  37. Version 1.1.0

    211 downloads

    Give the Mand'alor a companion worthy of his station. This mod adds a unique Maalraas, named Galaar (Mando'a for "Hawk"), as a permanent and interactive companion for Mandalore. I've always loved Mandalore as a character but felt he was lacking compared to other party members. This mod helps him stand out by giving him Galaar, a personal Maalraas that will follow him much like Bao-Dur's Remote, and one that will hopefully prove its worth in battle. But Galaar is more than just a follower; he's a character in his own right. His loyalty isn't given freely, it's earned through your actions and, most importantly, your relationship with Mandalore himself. To acquire Galaar, you must head to the Western Square on Onderon. There, you will find a Sullustan merchant named Kobbegg standing near a cage containing the beast. Speak to him, but be prepared to spend a considerable amount of credits for such a rare creature... or find another way to negotiate the price. Kobbegg's attitude and your options will change based on a choice you made long ago on Peragus. Features: A Deeply Reactive Companion: Galaar is a fully interactive party member. You can speak with him aboard the Ebon Hawk and in the field. His demeanor and dialogue are not static; they are a direct reflection of your Influence with Mandalore, shifting from hostile wariness to absolute devotion. A Unique Judge of Character: Galaar forms his own opinions! Ask him what he thinks, and he'll give you his instinctual, animal-level read on every member of your crew. This includes everyone from Atton to HK-47, and even recognizes the GONK droid from my other mod, GONK and Loaded! He Senses Who You Are: Galaar's opinion of you is complex. He will comment on your chosen path, whether you are a Guardian, Sentinel, or Consular, and even recognize your Prestige Class. Furthermore, he intuitively senses your alignment, offering a unique perspective on your journey to the Light Side, Dark Side, or somewhere in between. Planetary Instincts: Galaar can sense the nature of each world you visit. Ask him how he feels on planets from the jungles of Dxun to the tombs of Korriban, and get a creature's-eye view of the galaxy. Lore-Friendly & Interactive Acquisition: The quest to get Galaar is a multi-layered conversation with the merchant Kobbegg, featuring persuasion, intimidation, and even Force-based solutions. Additional Merchant: Kobbegg also operates as a general merchant, selling armor, weapons, and implants. Seamless Integration: If you have my Customizing Droids mod installed, Kobbegg will also sell Droid Customization Kits. Notes: The mod can be installed at any time, but the encounter will only trigger before your first visit to the Western Square. TSLRCM is not required, but is always recommended. Credits: Princess Artemis, for Cati (inspiration) Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    6 points
  38. No this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰
    6 points
  39. 6 points
  40. Version 1.0.0

    38 downloads

    Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files.
    6 points
  41. Version 1.0.1

    164 downloads

    Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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.
    6 points
  42. Here me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
    6 points
  43. Hey everyone! I'm ShaolinGhost, a second-year Game Design student at AAU finishing my bachelor's degree and moving onto my Masters this year. I'm working on both of these tools as part of my thesis project, and I'm super excited to share what I've been building. Why I'm Making This KotOR isn't just my favorite game. It literally shaped how I see video games and the world. I played it when I was a kid, and it's stuck with me ever since. That's the whole reason I want to do this: give modders and game devs a toolkit that actually feels like real game development software. Right now, modding KotOR is awesome, but the tools are spread all over the place. You bounce between different programs, learn different interfaces, and it's honestly kind of a pain. I want to fix that. My goal is to bring KotOR modding and the game itself to Unity with a professional-grade modding kit. Two tools that work together perfectly: GhostRigger-K1-K2 — Your all-in-one 3D model editor (import/export, rigging, texturing, the whole pipeline) GhostScripter-K1-K2 — Your IDE for writing quests, dialogues, scripts, and managing everything else Both tools are built to feel like actual game development software based purely off of my experience using things like RizomUV, Zbrush, Maya, Topogun, Acurig, UnrealEngine etc. clean dark theme, intuitive layouts, everything in one place. What GhostRigger Can Do Browse and load any KotOR model directly from your game files Real-time 3D viewport with orbit, pan, zoom, and wireframe view Import your own models from OBJ or FBX (sculpt in ZBrush/Maya, bring it in) Auto-rigging to KotOR skeleton templates Manual Rigging in the tool supported Export back to KotOR format, compile, and test in seconds Handle all your textures (TGA → TPC conversion, UV viewing, the works) Basically: Sculpt your stuff outside, import it clean, and let GhostRigger handle the KotOR technical stuff. What GhostScripter Can Do Script Editor — Write NWScript with full syntax highlighting, auto-complete, and a built-in function reference Dialogue Editor — Build dialogue trees visually with a node-based graph (way easier than text editors) Quest Builder — Templates that scaffold out quests automatically with the right variable names and structure 2DA Manager — Edit spreadsheets like globalcat.2da without pain One-Click Export — Push your mod straight to the override folder or package it as an ERF It all connects together. You can even rig models in GhostRigger, and GhostScripter will automatically pull them in. What I'm Looking For I want to make sure these tools actually solve real problems for modders. So I'm opening this up for feedback: For GhostRigger: What features would make rigging faster for you? Are there things you wish you could do that other tools make hard? What about the workflow? Does the architecture I stated so far feel natural? For GhostScripter: Should I add a visual quest state editor, or is the current form good? Would a script dependency checker (find broken references) be useful? What about integrating a decompiler so you can edit existing mods? Any other QoL features you'd want in an IDE? Drop your thoughts in the replies! I'm building this for the community, and I want to make sure it's something you'll actually use. Timeline & Release Right now, both tools are functional and I'm actively testing them. Once I've verified that all the core features work smoothly and reliably, I'll release them for public use and testing. I want to make sure they're stable and solid before I put them in your hands. I'll keep you posted on progress, and when they're ready, you'll be the first to know!
    5 points
  44. Version 2.0

    671 downloads

    Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible
    5 points
  45. Version 1.0.0

    161 downloads

    [K1] Mandalore the Unknown Author: RavenFal Release Date: 11/28/2025 "Yes, that's him. I toyed with calling him dar'Mand'alor, loosely translating Mandalore the Unknown." ―Abel G. Peña This mod changes the Mandalorian Captain found by the Temple on the Unknown World to be “Mandalore the Unknown”, the self-proclaimed Mandalore referenced several times in KOTOR by HK-47 and the Mandalorians on Kashyyyk, but never seen in-game. Per the campaign guide, Canderous defeated him between games and took his armor and helmet as a way to honor him, combining the helmet with Mandalore the Ultimate's mask (which is why Manalore's helmet in KOTOR 2 looks so different compared to the mask from the comics). This mod moves that confrontation earlier in the timeline, allowing players to experience Canderous acquiring his armor from KOTOR 2 and letting him (or anyone in your party who can equip heavy armor) to rock up to the Star Forge wearing one of the coolest armor sets from either game. “Mandalore the Unknown” is wearing an upgradeable armor set with the appearance of Mandalore's Armor from KOTOR 2. Upon his defeat, he'll drop this armor instead of the “Mandalorian Assault Armor” the Mandalorian Captain drops in the base game. The appearance is set up as a disguise, and so it will work for both male and female characters. He also drops a datapad that explains why he was sending teams of Mandalorians to hunt in the Shadowlands, what he's doing on the Unknown World, and changes up events a little more to make to him the one who made the modifications to Mandalore's mask. I have also included optional files to change Mandalore the Ultimate from SilverEdge9's Brotherhood of Shadow: Solomon's Revenge mod to also have the appearance of Mandalore from KOTOR 2. The mask looted from the “Non-Canon” chest remains unaltered and has its original appearance. This mod is not compatible with any mod that alters g_mandalor004.utc (the Mandalorian Captain on the Unknown World). To Install the main mod: 1. Run the “Install.exe” program from the mod folder. To Install Optional files to change the appearance of Mandalore the Ultimate in BOSSR: 1. Copy all files from the “Optional – BOSSR Mandalore Replacement” folder into your Override folder. To Uninstall the main mod: 1. Delete the following files from your Override folder: bos_mandhelm.uti g_a_mandotsl.uti g_mandalor004.utc mandotsl_datapad.uti p_mandalorebb.mdl p_mandalorebb.mdx P_MandB.tga 2. Replace the “appearance.2da” file from your Override folder with the “appearance.2da” file saved in the “backup” folder found in the main mod folder. To Uninstall the Optional files for BOSSR: 1. Delete the following files from your Override folder: brg_mandalore.utc msp_mandalore.utc myp_mandalore.utc mzp_mandalore.utc Credits: SilverEdge9 for the original Brotherhood of Shadow: Solomon's Revenge files.
    5 points
  46. Version 1.0.0

    244 downloads

    This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
    5 points
  47. First, thank you for your interest over the mod N-DreW! I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease. Also, as i said, this is only "my take" on what i think is good, which is very subjective. Not saying that it inherently "is" good. Having everything into a single pack ensures that my vision about the game design and the mod philosophy is cohesive from start to finish. I totally understand that people may disagree on a lot of changes brought by my mod, but once again, this is only "my take" on this. That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅 This is a disclaimer. I know there are K2 lovers out there. I'm not one of them, and i do not care that much about K2's lore and story to be honest. I am just being completely transparent about it, so hopefully people out here won't come to me and say : "Hey! This is not lore accurate with K2!" because honestly, i do not bother that much So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others. But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall. I get what you mean tho and at the moment regarding my workflow, my work is separated to help me fix or add the things i need to work on (so, i've got the companions in a folder, the feats and force powers in another one, the items, the planet content...). As i said, i'd love to share this work and to have proper feedback, hence why i'll be releasing alpha/beta builds down the line with a proper discord server to gather feedback. Unfortunately, if something does not appeal to someone, then they can install something else. As i said, i'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first But as i said, if someone wants to separate the work into smaller piece, they can. So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations. I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...). There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will. Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more... I'm linking some screenshots in a spoiler down below for a very small showcase, tho i'd like to separate this topic's displays into separate pieces. Everything is subject to change of course! New appearances include A LOT of K2's assets. So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets), sith honor guards for the Leviathan bridge, the (controversial!) death troopers, new child chromas/clothes, A LOT of commoner clothes variants that you can find here on deadlystream, some variants for jedi outfits (and one general robe retexture from Insidious mod), gamorrean variants (but they need to be edited), gran reskin that i released aswell, some twilek chromas, some rescaled creatures like the kinrath hive and the ritual beast terantatek, protocol droid variants, war droid variants (to dinstinguish MK1, 2, 3...) ... Anyway. This is but a taste of what's to come! At the moment only AI, but i definitely wish to hire some voice actors! I am writing the dialogs on the top of my head while im working on it, which does not make the process very easy to work with people. I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources. So i've shared a bit about the appearances, i'll be sharing about the items in due time. I'd like this topic to be structured and ordered. Once i'll be ready to share more about it, i'll do it So this is not a secret at all, if anyone get inspired by the ideas its ok for me. Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place. Black Vulkar Spice Lab: Here my aim would be very much like K1R, restore this portion to extend the vulkar base. Nothing more, nothing less. I'd like to revise the model from the spice room to make it feel like a proper drug lab! One thing i thought about is maybe depending on what you do here, it has an impact on drug dealing once you reach other planets such as Tatooine. Jedi Enclave Sublevel: The jedi enclave on Dantooine feels ultra small and claustrophobic. This is supposed to be an academy, yet the area lacks life and space. There is no padawan, you don't even see the republic... Having a republic ambassy can lead to pretty nice interactions. One major thing i'd like to do with my mod, is to have a kind of raising stake toward the end of the game, where your choices impact the star forge section (just like in Mass Effect or DAO). So some concepts would be maybe to turn some material to the republic (grenades, weapons, medpacks... Just like in DAO), to the jedis (sith or jedi artifacts?), have a proper plot regarding the kolto on manaan (very much like brents envisaged it), the library could provide informations about the kinrath and kath hounds (a new way to introduce informations to players, as i'll be revising how they work and their behaviours), there could be Juhani's master in the medical area aswell, the oil bath could serve as a fix for the permanent effects bug (while also providing a small temporary buff to reflex maybe), i'd love to bring M4-78 as a playabe planet aswell, and the galaxy map in the sublevel could be a good place for this... Just like obi wan with kamino, some planet that should be there but that is not in any archive. The overall idea is to make Dantooine more believable as a place, and have more impact on the player once this planet is completely lost. One thing i envisaged was to have a character fleeing to Manaan, and maybe you could witness Dantooine's destruction as a flashback by playing it. Once again, mostly concepts but nothing concrete done. Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind. Dantooine crystal cave: Firstly, using the extended crystal cave from K2 allow to port the vanilla crystal cave from K1 to korriban. As i want to revise crystals aswell, it makes a new place to loot them while still retaining some kind of variety. The mandalorians on the planet could also dig this place to smuggle some crystals? Who knows! Having a crystal cave on Korriban would also allow to have some laigreks in there, to act as a mirror to Dantooine's crystal cave, with some fire dealing creatures! Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there. Ye i getya. The line can be crossed easily when adding new content and interactions. Once again, it's only my take on all of this, i cannot make a separate install for every interaction, new appearance and so on if i want to finish this project before the next century. But ye, if someone wants to dissect this mod, they are free to do it once again. It'll definitely be easier to cut the mod once it'll be done, than cutting everything into very small parts from the start. If you want to use my bardroid model, texture, voicelines, dialogs and git edition for cameras, you can I didnt know about this, but atm gonna be honest i have so much to do already on Taris that its not in my plan at all. So i'd say "maybe"? But clearly not working on something like this at the moment Thanks for the kind words! I hope i properly answered your questions/concerns Appearances showcase
    5 points
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