Leaderboard
Popular Content
Showing content with the highest reputation since 07/15/2026 in all areas
-
Version 1.0.0
19 downloads
Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset5 points -
Version 1.01
27 downloads
This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls for KOTOR 2. A jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but the are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, icons were created by Effix. Feel free to use these modders resources in your projects if you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obisdian Entertainment/LucasFilm/Disney.4 points -
Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!3 points
-
Version 1.0.0
85 downloads
Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibration and motion blur effects were added to the blades. 6 Vibroblades Vibroblade - g_w_vbroshort01 Krath Blood Blade - g_w_vbroshort02 Echani Vibroblade - g_w_vbroshort03 Sanasiki's Blade - g_w_vbroshort04 g_w_vbroshort05 g_w_vbroshort06 g_w_vbroshort07 Mission's Vibroblade - g_w_vbroshort08 Prototype Vibroblade - g_w_vbroshort09 7 Vibroswords VibroSword - g_w_vbroswrd01 Krath Dire Sword - g_w_vbroswrd02 Sith Tremor Sword - g_w_vbroswrd03 Echani Foil - g_w_vbroswrd04 Bacca's Ceremonial Blade - g_w_vbroswrd05 g_w_vbroswrd06 g_w_vbroswrd07 g_w_vbroswrd08 Baragwin Assault Blade - g1_w_vbroswrd01 GenoHaradan Poison Blade - geno_blade 4 Vibro Double- Blades Vibro Double-Blade - g_w_vbrdblswd01 Sith War Sword - g_w_vbrdblswd02 (not used)Echani Double-Brand - g_w_vbrdblswd03 Yusanis' Brand - g_w_vbrdblswd04 g_w_vbrdblswd05 g_w_vbrdblswd06 g_w_vbrdblswd07 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender3 points -
We are not owed an explanation and the development of this modification touches me only tangentially, but I also find it very curious to drop development a few hours after publishing the first version and having shared detailed development plans. I am sure JuniorModder has his more than valid reasons for it, though. Thanks for the work done, JM!3 points
-
Personally I think keeping the Star Map in the Krayt Dragon cave is the best choice, for multiple reasons: 1. It will be easier on us to mod, not having to worry about the Calo Nord encounter in module m18ac, a new force vision cutscene and any other things connected to the Star Map triggers. 2. It bookends the mod: once the player completes The Lost Temple, they return to the Krayt Dragon Cave and complete the quest as usual, and are left feeling accomplished and intrigued for what's ahead in the story (with the Sandpeople, and Rakata on the Unknown Planet), instead of sad, detached, accepting that the new level is over. 3. It maintains the original location of the Star Map, which is faithful to what we got in the final version of the original game. But we are still deciding on what the best course of action is.3 points
-
Version 1.0.0
9 downloads
[TSL] Immersive TSL Maps AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 GAMES: Star Wars Knights of the Old Republic II Description: This will be a longer description. Buckle up. I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it. Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.) While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point. Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.) Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about. Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project. I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well. My Workflow: For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod. I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone. To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome? Installation: If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder. Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the files you’ve added in Installation instructions. Thanks: N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback. P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps.2 points -
Version 1.8.6
352,764 downloads
Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet Contact: PM us at Deadlystream Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6 1. Description: ---------- Welcome. Thank you for downloading and installing TSLRCM 1.8.6. This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL. Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be... Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources. http://deadlystream.com/forum/ http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet. http://deadlystream.com/forum/forum/4-tslrcm/ 2. Installation: ---------- 1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6. (Steam and GOG users, skip to point 4) 2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed! 3. If desired, apply the high quality music and/or movie patches 4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues. CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation. Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\ Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\ GOG default: C:\GOG Games\Star Wars - KotOR2 5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful. PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES 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 bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)! 7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme. ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T! * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect. A fresh new game is always the best option for the least amount of issues. 3.0 Changelist 1.8.5 Updated - 1.8.6 ---------- * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk 3.1 Changelist 1.8.4 Updated - 1.8.5 ---------- * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions) * Resolved some AR_Error generation with easter egg background and robes. * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped. * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size. * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices) * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line. * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any). * Fixed graphical glitches in cutscenes using widescreen resolutions. * Atris/Kreia convo intro improved as per gameplay developer comments * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch) * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable) * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion. * Force Persuading Terlyn will no longer require persuasion skill to succeed. * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene. * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure. * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1. * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line. * Malachor Core: Fixed Kreia repeated line by actually intended line. * Touched up Visquis call cutscene. (thanks to Danil_ch) * Fixed several missing awareness and persuasion checks. * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine. 3.2 Changelist 1.8.3B - 1.8.4 ---------- * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy! * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue * Slightly modified pre-Malachor cutscene * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47 * Fixed Remote "complaining" sound sticking around when it should not * Fixed 2 civilians who were lacking their animations in the Telos Cantina * Benoks goons will now always properly leave the cantina * Various fixes for the Telos Academy: ** Fixed some unskippable lines during intro-dialogue ** Fixed inproper fadeout during intro that showed character jump ** Modified Atris entrance ** Fixed a few issues with handmaidens removing PC ** Modified Atris exit * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!) * Modified JJT Tunnel sequences if Mira joins the party * Fixed issue with leftover enemy in arena during ending cutscenes * Various fixes with the Mandalorian Battle Ring: ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases * Added missing animation at start of Disciple cutscene (to match Visas scene) * Slightly improved Disciple warning Admiral cutscene * Added missing "lipsync" (eye flashing) for HK-Factory * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck. * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia. * Fixed Peragus Medical Officer speaking the station warning using the Workshop download. * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia. * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version. * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb. * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them. * Added eye-flashing of HK's to all HK-50 encounters. * Fixed infinite lightside and Atton influence exploit in the Telos Academy. * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game. Additional fixes thanks to Danil-ch; * Wrong Atton animation fix post-Peragus cutscene * Fixed too fast walking Sion on Peragus and Malachor * Improved Handmaiden vs. sisters intro-cutscene * Fixed animation issue with Atris using Force Lightning on Handmaiden 3.3 Changelist 1.8.3 - 1.8.3B ---------- * Additional restored lines for Kreia-Atris cutscene. * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker. * Telos Swoopracing; Traininglap persuasioncheck no longer automatically succeeds. Fixed trainingrun-dialogue not being properly triggered. Fixed several issues with 'improved' or 'deproved' time recognition. * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad). * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin) * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin) * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race. * Missing VO addded to installer. * Fixed the "forfeit" Swooprace-bug. * Added proper camerapoints to modified tutorial dialogues. * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch) * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch) * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading. * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it. * Modified Mira technique teaching slightly. 3.4 Changelist 1.8.2 - 1.8.3 ---------- Not all fixes are listed here (for size and many misc. small changes were made). Check here; http://deadlystream.com/forum/topic/2146-183-preview/?p=25588 for more (but not all) fixes from 1.8.2 to 1.8.3. General - Ebon Hawk; * Several more typo fixes in the dialog.tlk * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon) * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed. * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP). * Restored addition HK-47 lines. * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus). * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro. * Added Atton pazaak scene. * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch) * Extra camera points post-Peragus cutscene. * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced. * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now. * Added a missing Mandalore VO. * Improved quality Kaevee VO. (thanks to danil-ch) * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime) * Fixed issue with Rubat crystals dissapearing from lightsabers. * Fixed Crush sound effect. * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given. * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table. * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch). * Visas' lightsaber will no longer be sometimes invisible during training. * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. Peragus - Telos: * Fixed droids not skittering properly in 102PER * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too. * Fixed Harbinger missing if reloading a save after it docked. * Fixed protocol droid with quest update being repaired during and after convo. * Fixed utility droids re-activating if talked to and reloading a savegame. * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith. * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle. * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile. * Handmaiden will lower her hood when loading the module from a savegame. * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result. * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile. * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them) * Some aestetical improvements to the cutscenes in the endgame of the Academy. * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "Exchange" quest update in 3 different instances. * Bumani Corp Gammorean use proper dialogue line now. * Hidden academy camera changes to show force field. * TSF will no longer assist you in killing the Sullustan. Nar Shaddaa: * Swoop Droid no longer sounds like Kinrath. * Extended attack of the Serroco. * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail. * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy. * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line. * During Mira or Hanharr's escape an actual alarm now sounds. * Reinforcements at the JJT are no longer deleted after the cutscene deploying them. * JJT Map back popup dialogue fixed. * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers. * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set. * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once. * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. * Kreia Premonition cutscene added (thanks to Danil-ch) Dxun and Onderon: * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader. * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426). * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes ) * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that. * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly. Dantooine: * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one. * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine). * Fixed issue with restored Vrook line not turning him hostile properly in the cave. * Fixed infinite Kinrath crystal spawn bug. * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk). * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch). * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way. * Mandalore can no longer run away from his solo-fight. Ravager and Malachor: * Modified broken soundsets. * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene. * Modified Mandalore-takedown. * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can). * Made the fade-in node unskippable since you could, and never make the fade-in. * Expanded the kneel and get drained a bit, instead of it instantly leading to combat. * There's no long pause after killing Visas. * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen. * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying. * Changed Mira camera angle during her lift. * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor. * Light side players will no longer throw the endboss down the core of Malachor. 3.5 Changelist 1.8.1 - 1.8.2 ---------- (all included mods are used with permission!) * Includes 301NAR Txi fix by JCarter426 ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks. * Includes Zez-Kai Ell Revan Overlook fix by danil-ch ** Because, apparently, we overlooked one. Splicing was done well too. * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1. * A few addition grammar fixes. * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal. * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it) * The workbench will now use the skill of the user, instead of the PC when dismantling items for components. * Updated modulesave.2da. * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this). * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update. * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis. * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon). * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it. * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine. * Telos surface; Added lipsync to one of Atton's line since it was missing. * Updated Vash bodies' lightsaber drop. *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes; * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats. * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate. (thanks to BarnzyBobble for his assistance in testing if it worked properly) 3.6 Changelist 1.8 - 1.8.1 ---------- * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question. NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly. * Includese Inverted Droid Feat Gain by Hassat Hunter. ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less. * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable. * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible. * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party. * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected. * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!) * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk. * Corrected small issues with Malachor loading screen story hints, like the first being completely blank. * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated. * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn) English version; * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies". * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht. * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian." * Fixed map note in the HK factory missing it's description. * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr. 4. Mod Compatibility: ---------- The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5 * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton). * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM! Mods requiring compatibility patches (check deadlystream for comp patches): * Handmaiden Choice for Females by Stoffe (AKA RevanAnt) * Admirality Mod by Jinger (AKA Kreia) * M4-78 by Stoney - Use M4-78EP instead! * Slender Female Bodies The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5! This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/. * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7 * TSL Un-Restored Content (TSL:URC) by Zbyl2 * Ravager Rewrite 2.0 by Zbyl2 * Peragus-Harbringer-Prologue Correction Mod by Ulic * Trayus Academy Clothing Fix by SithRevan * Dark Apprentice Holowan Consortium * Lonna Vash Mod by Sikon * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin * Nar Shaddaa Hidden Complex by FrantFire * Get your lightsaber back from Atris by Lit Ridl * Darth Sion vs Master Vash by zbyl2 * Khoonda Lost rooms by Darth_Tartarus * 90SK's SUPER Content Mod * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric * Telos Polar Sidequest * GenoHaradan 0.9 beta by Exile007 * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex * HOTOR 1.6 by Qui Don Jorn * Kreia's Assorted Robe Collection * Trailer Force Crush Sound by Don Kain * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!) 5. FAQ / KNOWN ISSUES --------- Q. I am having technical issues with The Sith Lords! A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need. Q. How do I know TSLRCM is installed? The main screen is unchanged. A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4). Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it. A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix; In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory. Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy. Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them. A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight. Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module... Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load. A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues Q. I cannot spar with the Handmaiden! A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries! Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM. A. TSLRCM 1.8.5 is not USM compatbile. Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads. A. Delete n_darthnihilu001.ntc from your override. Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton. A. Delete p_kreia001.utc from your override. Q. Double Atrises during final confrontation/No dialogue after sisters are defeated. A. Delete the following files from your override, and load a save from before starting the confrontation: a_atrend2.ncs a_atrend3.ncs a_kreatris.ncs a_sisend.ncs n_darthtraya001.utc Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor. A. Delete k_003ebo_enter.ncs from your override. Q. Dialogue fast-forwards/cutscenes without sound. A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again. Q. I have issues with the grass on Dxun/Rebuild Enclave. A. This appears to be an issue with ATI-videocards. Try using the textures found here; http://www.lucasforums.com/showpost.php?p=2824280&postcount=14 Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3? A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty. Q. Does the mod include [x]? A. Please check our semi-complete inclusion list at: http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/ Q. Why did you fix [x], that wasn't a bug, that was a feature. A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game... Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ You can also ask at moddb, but I visit that site less frequent... 6. UNINSTALLATION ---------- Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe. 7. CREDITS: ---------- Major Contributers: * Jinger/Kreia - the Rebuilt enclave and Handmaidens * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa * Savvy30039 - the new animations * SWfan28 - scripting genius of a lot of areas * Pra_Viilon - launcher * Danil-ch - Various fixes and cutscenes * HK-47 & Sith Holocron - VO splicing Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix DrGhent - Lightsaber parts icon fix Darth_shan - Bao-Dur shader fix Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource Darth Insidious - Goto's Yacht Window Fix Danil-ch - Female Revan overlook fix Jcarter426 - TXI-fix Kainzorus Prime - PMHA03 Restoration Voice Acting: * Usagi - Kaevee * Zhaboka - Taris Traveler Beta Testing: * Lord of Hunger * TriggerGod * Pra_Viilon * Garfield * JoewJ * DarthDac Translations: * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French * Alec, Salk, Cair - Italian * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish * Pestilenz, Lex, Ero, Hib – German * Drazgar, Allard – Russian Special thanks to: * Sith Holocron - for his all-time support and VO splicing * Ulic - his inspirational Peragus modification * Markus Ramikin – for some other minor fixes * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream * Darth_Sapiens - Main menu logo 8. DISTRIBUTION NOTES ---------- Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta. Thanks to tk102 for the dlg editor. Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible. Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too! 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 MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. ThESE modS may not be modified or REdistributed without the explicit permission of the authors. Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware™ and the Odyssey Engine are trademarks of Bioware Corp. Obsidian™ is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 20142 points -
Version 1.1.0
4 downloads
Adds playable Sweet, Ryder, and OG Loc to KOTOR 1. Mouths should be weighted for dialogue. Any feedback much appreciated! Special thanks to huckpie for their permission to use the source files from their San Andreas Guitar Hero World Tour mods on Nexus, as I lacked the assets and tools to port the vanilla San Andreas Files into Blender. Go check out their mods on Nexus! Planning on releasing Big Smoke later potentially with voiced lines for the Player character, although right now experiencing some trouble with audio breaking the game at certain points but stay tuned! If not will at the least release the model.2 points -
If you're referring to the model variation, there are 255 model variations available for each item class. It's possible to add new item types with a different one but otherwise the same properties in most cases if you really need to. I note which ones I use in my readme files and hope there isn't a conflict.2 points
-
2 points
-
If your preferred Taris reskin mod has the file "LTS_lodor03.tga" or "LTS_lodor03.tpc" in it then the cut door in Davik's Estate shall be replaced. How do these look? If anyone would like to take a crack at reskinning these doors, just look for the texture LTS_lodor03 in the game files and work your way from there. As Salk has said, this mod isn't K1R - K1R has been abandoned for a decade now. This WIP thread is for the Restored Content for K1 Community Patch mod, the RC-K1CP mod.2 points
-
PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.2 points
-
PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.2 points
-
Version 1.1
188 downloads
V1.1 update This version has been tested and ensured for compatibility for the following mods: K1R v1.2 K1CP v1.10.0 K1CP+RP Demo v0.13.0 Sleheyron Story Mode and Battle Arena v3.3 STAR WARS: KNIGHTS OF THE OLD REPUBLIC TATOOINE - THE LOST TEMPLE v1.1 A restoration and expansion project for Star Wars: Knights of the Old Republic. “While searching Tatooine for clues to the Star Map, the player can venture beyond the familiar path to uncover a long-forgotten temple buried beneath the Dune Sea.” This mod restores and expands the Tatooine Eastern Dune Sea ruins, adding new quests, characters, items, dialogue, and enemies. Features: - Restores m19aa module. -New loading screen and minimap. -New quest and datapads. - New enemies, NPCs and dialogue. -New items. This mod requires HoloPatcher or TSLPatcher to install correctly. Run HoloPatcher.exe and allow the installer to place all files into your Knights of the Old Republic installation directory. Known Issues This mod modifies globalcat.2da, and global.jrl; compatibility with other mods editing these files depends on proper patching and install order. Due to an unpolished walkmesh in the restored area, party members may occasionally become stuck in walls, terrain, or beneath the map. In most cases, this can be resolved by repositioning the character and moving in different directions until they break free. Some stalagmites and cave geometry appear to float above the terrain. This is a limitation of the original area models and would require edits to the 3D geometry to fully correct. During the swoop bike repair sequence, the Sandperson and swoop bike disappear after the screen fades back in rather than during the fade to black as originally intended. This is a cosmetic issue only and does not affect gameplay or quest progression. Tools used: - HoloPatcher - ChangeEdit / TSLPatcherConfig - Holocron Toolset - DLG Editor - K-GFF Editor - GIMP -"Lost Modules Pack" by InSidious Special thanks to the Knights of the Old Republic modding community for providing a rich library of modding tutorials and resources, and keeping the game alive through years of restoration and expansion projects. Created by Caleb Behrens (JuniorModder) 20262 points -
I love this mod, I still can't believe someone even made this after all these years. I do have a few rough ideas I brainstormed after replaying it a few times just cause I'm so excited so see where this mod can go. To answer your last 2 questions, I think it should be a mandatory part of the star map quest while expanding both the lore of the Rakata AND the sand people's predecessor species in a way you were already alluding to in the mod currently! While I would prefer the Star Map be inside the temple, the vision shows it clearly in the cave where you find it in-game. All of the other visions are 100% accurate with their locations so this would break consistency. Plus moving the star map could break a few triggers I think, best to just leave it as is. Maybe what could be done is have the player be required to activate some mechanism/terminal inside the temple to grant access to the Star Map in the cave in the first place? That would still remain consistent with the story, triggers and vision. I think all the important stuff only happens once you activate the Star Map in that module, such as Calo/Bandon spawning or the game acknowledging you got another map in the first place. Dantooine and Kashyyyk make the player go through a bunch of (easy) puzzles/trials to have the player activate the map. Maybe instead of the terminals just immediatlely allowing you to lower the barriers, you have to solve a lore-question about the the history of the Rakatan and/or the Tuskens and you have to get it correct. The Tusken Storyteller you give the Krayt Pearl to can help you get the info you need to solve these questions. If you get the questions wrong, you'll have to fight constatnly self-repairing Rakatan Droids just like the Dantooine temple. The one Rakatan droid who you can't understand could have an expanded role to help explain all this to you. Rakatan lore is one of the coolest things of Kotors story. I really like the story in the mod, but also again think consistency with the main story and established EU lore should be considered. The temple has the same exact decals as the temple on Dantooine and Lehon so there should be an explanation for why. Maybe along with saying that the Rakata took the temple from the Sand People as their own, have the archeologist records say that the Builders added their own designs or murals and overhauled/expanded the temple through slave labor of the Tuskens. I think your mod kind of implies this is already the case, but maybe it could go in more detail about the process of how this was done, such as how the Rakatan forced the Tuskens to remove their old designs in favor of new ones that show the Rakatan subjugating the Tuskens. The Tusken lore should also be expanded on here to refer back what the Tusken storyteller would tell the player, how the planet was once green and lush. The builders came, make the Tusken/Jawa predecessor species slaves and forces them to build machines, but the storyteller also references the Rakatan plague, saying that the natives sabotaged Rakatan machines to fight back to seize the opportunity. As a result, the Rakatan glassed the planet. Really the temple's lore and records should both compliment or expand what the storyteller describes, but from Rakatan perspective. I think the barrier system progression is a great idea, the only change I would recommend is removing the barrier currently in place for the central chamber and placing it directly at the entrance of the cave area where the Rakata enemy is so the player is allowed to go through that little shortcut between the room with the Jawa and the area right infront of the Sarlaac chamber. There's a lot of backtracking throughout the entire module that could be prevented with that shortcut. The Rakatan also should probably be a ghost of some kind, similar to how Ajunta Pall with his shield effect (or translucency with the right mods). The lightsaber is a good idea, but in lore they used giant Force Sabers that definitely look a little different from modern sabers. If this saber pike mod from TSL could be ported to K1, it would be a near perfect fit for a type of Force Saber as an non-upgradable weapon. IDK if we should be able to understand the Rakatan language he speaks at this point, neither. I mean, we can't understand it from the droid on Dantooine and we can't understand the same droid on Tatooine here. On Kashyyyk the Rakatan hologram had to speak basic after it's "primary neuro-recognition" was done. The Rakatan might have to speak another language for lore consistency, I think the story implication was that Revan only suddenly understood the Rakatan language after he got his memories back. I know the player can understand the Rakatan in the Mysterious Box, that quite frankly that makes no sense considering you can get that right after Dantooine and I always attributed that to the box kinda being a wonky "world" where thoughts were likely transmitted in different ways. I like the dialogue you gave to the Rakatan, a lot of neat ideas to interpret here. I think he's referring to how the Rakatan would get the plague and ruin each other and he and a love interest were caught in the crossfire. But hey that's just my interpretation, it's well written and can be interpreted one way or another. If I had one think I would change, him referencing the "Dune" Sea might be problematic, as back in his time it wouldn't have been a dune but still an oceanic/green world. But I guess maybe he could've been around to see the glassing of the planet and maybe he is the one who coined the original term "Dune Sea"? Again, really cool dialogue, lots of implications. Only other thing I would do with him besides changing his appearance and maybe language would be placing him directly in the central chamber and not the entrance in front of it, especially if you move the barrier like I suggested earlier. That way you won't be able to see him before lowering the barrier. That just leaves the Jawa and the Tusken NPCs. Maybe the Tusken can give you a reward for fixing her bike? Maybe something that you use to either fix or activate a hypothetical terminal activating the Star Map? That way you will have to do multiple quests within the module to get your ultimate goal. The bike could also need multiple parts to fix it scattered throughout the temple, not just one and the Jawa could provide one of them. Maybe 3-4 parts scattered throughout? Maybe the Tusken could also have hints dropped that she is here to pay homage to the temple's Sarlacc or something and it wants you to find a way to lower the barrier so she can go to the main chamber to do so. Maybe this could include a reference to the cut Sand People Messiah quest but heavily revised, something like how the Tusken legends speak of an evil spirit guarding the Sarlacc and only the Sand People's messiah can defeat it to grant the tuskens acess to the pit. Once you fulfill this quest, the Tusken here will refer to you as their messiah. It's nowhere near what the original quest was like but I think it's a neat reference. Speaking of the Sarlaac, I don't think it should be the Great pit of Carkoon. The Rakatan ruins are already at least 10k years old, an additional 3500 years wouldn't completely get rid of literally everything around the pit and change the setting to the point it looks like in Return of the Jedi's Carkoon. Tatooine probably has multiple Sarlaacs. Maybe call it the "Great Pit of the Rak" in reference to the Rakata, idk. This mod is the start of something really fantastic, these are all rough ideas and I'm looking forward to seeing where it all goes. I'd love to help contribute to elements of a revised story if you'd like, I love the lore of the Infinite Empire. For stuff like the walkmeshes, geometry issues and party members being stuck, that's beyond my scope. It only was in issue with me once in multiple playthroughs thankfully so I don't think it's a real big deal. Honestly just replacing the white void with a dark yellow one solved the modules biggest visual issue in my opinion, amazing what a small change like that can do Only thing I could think of is either placing a lot of Rakatan ruin placeables in the rough areas like in the open cave areas so the player can't walk there anyway, or have the player only be able to enter the cave by themself without party members in a manner similar to the TSL Korriban cave.2 points
-
1 point
-
I don't know if you have played the Fable games, but Jack of Blades in that franchise is kind of a demonic entity that inhabits a mask and can take over the host when worn. I have always liked the idea that Darth Nihilus became like that, his hunger so great it eroded his physical form and that his spirit attached to the mask. In the new canon, there is a Sith who is also attached to a mask, so this is a way we could get Nihilus back.1 point
-
Version 3.3.7a
301,595 downloads
KotOR Savegame Editor is a Perl/Tk application used in the editing of Star Wars: Knights of the Old Republic savegame files. The following fields are currently editable: - Savegame name - Player name - NPC Name - Appearance (player and party) - Portrait (player and party) - Attributes - Skill Ranks - Equipment (player and party)*** - Feats (add/remove)** - Powers (add/remove)** - Cheats Used flag - Hit Points (current and max*) - Force Points (current and max*) - Experience Points (player and party) - Good/Evil rating - Credits - Time played - Class (see notes below)** - Levels - Current Party - NPCs - Global Booleans - Global Numerics - Gender - Min1HP - Inventory** - Influence (TSL only) - Chemicals (TSL only) - Components (TSL only) - Quests *=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore better to change your Wis/Cha and Con to affect your MFP and MHP. ** Not supported on Xbox Saves, will cause "Damaged Savegame" message. *** See special section for detailed instructions ----------------- Credits ----------------- tk102 for originally creating the KSE. Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater. Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF. ----------------- Before Using KSE ----------------- --------------- Intro to KSE --------------- ------------- Using KSE ------------- --------------------------------------------- Override Folder: Subdirectories NOT supported --------------------------------------------- ----------------------------- Notes About Feats and Powers ----------------------------- ------------------------- Reminder: No Safety Net! ------------------------- ----------------------------------------------- Notes regarding Class-changing/Adding/Removing ----------------------------------------------- -------------------------------- Notes regarding changing levels -------------------------------- ------------------------------- Notes about changing equipment ------------------------------- =============== Known Bugs =============== No saves found (You have Steam KotOR 2 and use cloud saves) ----------------------------------------------------------- Go to your KotOR 2 folder and make a folder called "saves". Inventory Hiccup ------------------ If an item is added to your inventory and it has the same Tag as another item, KSE will generate an error. Getting Stuck During Vision Sequence (KotOR1) ---------------------------------------------- Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence where you should be seeing a "dream" cutscene but instead you're locked up in a room with a "CutStart" object that doesn't do anything. Cause: You have NOT placed the modified .dlg files into your override directory and you have changed your character to a Jedi/Minion/Droid class or you have changed your Gender to something other than Male or Female. Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 ) and place the .dlg files into your Override folder. ============================================== After changing appearance to look like (an NPC), the real NPC has no head! --------------------------------------------------------------- Symptom: You change appearance to look like one of your party NPCs and all is well until you attempt to enter a new area with that NPC. Then the NPC loses its head! Cause: SW:KotOR doesn't like two unique characters appearing together. Fix: From T7Nowhere's post on Holowan Labs-- =============================================================== Equipment Section ------------------ Due to an unknown bug, the Equipment branch might become unusable. The only fix is to restart KSE. ================== Please report bugs to zxcvbnm6012@yahoo.com 11/7/13 - In addition, please report bugs to tristongoucher@gmail.com Thank you. - Fair Strides.1 point -
View File PartySwap =PartySwap= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com) CURRENT MAINTAINER: Leilukin LATEST VERSION: 1.5 FILE NAME: PartySwap 1.5.7z CONTACT: E-mail to Leilukin at contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender. This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in cutscenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers. If you install the “PartySwap Item” add-on of this mod, after Disciple joins your party on Dantooine, a usable item named PartySwap will be added to your inventory, and will appear in the shield item slot of the quick bar. You can use this PartySwap item to add or remove Handmaiden from your current party, including replacing any member of your current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item was created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains part of the Ebon Hawk crew, and you can still talk to Handmaiden. Alternatively, you can choose to install the “Full Party Select” patch from KotOR Patch Manager, which expands the number of slots displayed in the party selection screen, and thus allows you to add Handmaiden to your current party, or remove her from your current party, without needing to install the “PartySwap Item” add-on and use the PartySwap item. NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory. Run PartySwap Installer.exe located inside the extracted folder. You may only choose ONE of these two options to install the main part of the mod: Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS: Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. FOR STEAM WORKSHOP USERS: If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020. Note that PartySwap will NOT be added to the Steam Workshop. Reading this on why it is NOT recommended to use the Steam Workshop for modding the KotOR games: PARTYSWAP ITEM ADD-ON OR FULL PARTY SELECT PATCH: To keep being able to add Handmaiden to your current party after Disciple joins your party, you have two options: Install the “PartySwap Item” add-on from this mod: After installing the main part of this PartySwap mod, select “ADD-ON: PartySwap Item” from the install option drop-down of PartySwap Installer.exe, and click the “Install” button. Install the “Full Party Select” patch from KotOR Patch Manager: Download and install KotOR Patch Manager, extract the archive, then run KpatchLauncher from the “bin” folder. Set the "Game" path to target your KotOR 2 game executable (i.e. swkotor2.exe), and the "Patches" path to target the Patch Manager’s “patches” folder, then select and apply the “Full Party Select” patch. Go to the Patch Manager’s “patch” folder, then the “FullPartySelect additional files” folder, and put the partyselect_p.gui file into your game’s Override folder. Note that it does not matter if you apply the Full Party Select patch before or after installing this PartySwap mod. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the sub-folders and follow the instructions to make PartySwap compatible with these mods. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple. Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Run PartySwap Installer.exe. rom the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. If you have also installed the PartySwap Item add-on, it will uninstall the add-on first. After uninstalling the add-on, you need to select Yes to delete the most recent backup folder, then select “Uninstall Mod / Restore Backup” from the drop-down menu again to uninstall the main part of the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly. 5. MOD COMPATIBILITY: Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first. This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character! This mod provides compatibility patches for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game). This mod is compatible with KOTOR 2 Community Patch. This mod is compatible with JC2's Train the Handmaiden. This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod. If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/ This mod is compatible with WildKarrde’s TSL Expanded Ending, as long as you install PartySwap first before installing TSL Expanded Ending. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission. 7. CREDITS: Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you! Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod. Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them. Sith Holocron — Thanks for the aid with VO splicing! Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, suggesting improvements to the mechanics of the PartySwap item, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream. Cortisol — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster. danil-ch — For giving permission to create compatibility patch for Kreia’s Fall Cutscene (in-game) JCarter426 — For developing SithCodec for modding audio files of the KotOR games THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 05/21/2015 Category Mods TSLRCM Compatible Yes1 point
-
Try this. Drop it where your patches are, overwrite the previous. FullPartySelect.kpatch1 point
-
1 point
-
@NovaPolaris You have not answered this question I asked you: When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully1 point
-
@NovaPolaris Which platform are you playing KotOR 2 on: Steam, GOG or somewhere else? When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully? After applying the Full Party Select patch, did you follow through my instructions by putting the partyselect_p.gui file from the "FullPartySelect additional files" folder of KotOR Patch Manager's patch folder into your KotOR 2 game's override folder? Putting the partyselect_p.gui file in your KotOR 2 game's override folder is required to make the changes made by the Full Party Select patch actually show up in game, and allowing you to see and directly select Handmaiden in the party selection screen after Disciple joins your party.1 point
-
1 point
-
View File AxC's Mira/Hanharr - Reputation Over Alignment Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 08/05/2026 Category Mods TSLRCM Compatible Yes1 point
-
Version .90
167 downloads
This is an early release of a mod that adds the KOTOR 1 planets to KOTOR 2 with quests and content. Around 70 quests are added. Help the Republic retrieve stolen data and medical shipments. Deal with a disturbance in the Force on Tatooine. Fight Sith on Yavin. Fight in the arena on Coruscant. This is just some of what's in store. This mod adds Manaan, Coruscant (different from Deathdisco's classic mod), Tatooine, Kashyyyk, Yavin, Rakata Prime, and Sleheyron to KOTOR 2. On these planets, you will find over 70 new quests. The general feel of this mod is to add content that largely fits the style of mid 2000s BioWare games. There are quests/scenes/gags that are inspired by those games. SWTOR was also a huge inspiration to the quests. I would guess that this mod adds somewhere in the neighborhood of 8-12 hours (give or take) of gameplay if you do everything. The mod also features additional banter between companions. Currently, only Visas and Mandalore as a pair are featured. Try taking Visas and Mandalore out adventuring with you. More to come. Mod name still being worked on. IMPORTANT: You must start from a save PRIOR to docking with Citadel Station. Ideally a fresh save. Quests WILL break otherwise. How do I start? As soon as you finish Telos, you can visit the new planets. This mod does not have any main quest. It adds many side quests that you can choose to do. Much of the quests can be done in any order, though there are some quests that follow others and/or unlocked through doing other quests. A save prior to arriving on Telos is required to play all the content, though currently, starting after Telos will only prevent you from completing a minor delivery side quest to the medical bay. Starting from a save that has already landed on other planets will further complicate things. Korriban, Nar Shadaa, and Dantooine all have content added to them so you definitely need to start from a save prior to going there. Some of these quests include: *Bounty Hunting: -On Coruscant, Tatooine and Manaan, you will find terminals that will automatically update you with bounties that are available (similar to talking to Zax in KoTOR1) *Deliveries: -Some people in the galaxy just want someone to act as courier and this is a good way to get some easy credits *Operations: -Inspired by SWTOR’s operations and flashpoints, you will find a Republic Trooper milling around by a shuttle on Coruscant. He can tell you more about operations which might be somewhat challenging dungeon style content *Story driven quests: Certain NPCs give storyline quests. Lt. Rene on Coruscant can get you started on one particular questline. Sometimes landing on a planet will lead to a storyline. Some storylines can only be done after others (Manaan’s, for example starts after Coruscant’s and then Manaan’s storyline is one prerequisite to start another questline on Coruscant if you also help a twi’lek at the Coruscant bar obtain an artifact from Yavin). The Hunting Lodge on Tatooine has a cryptic old man who wants you to do him some favors. *Korriban additions: The cave has an addition over in the back leading to several new modules with temples. *Dantooine addition: Over by the Kinrath cave is a path that was blocked off in vanilla that will lead you to the Grove. Upon entering the grove, you will start a new quest. *Companion Quests: -Visas Marr has a quest if you ask her some questions after getting to know her a bit. -Mira has a quest if you enter the Manaan docking bay with her and walk around -Handmaiden has a quest if you talk to her after training her to become a Jedi *Kreia's vanilla plot hook about about "Tulak Hord's lost holocron where he recorded his techniques" is now something that grants a quest of sorts. Though some things are better left buried... *On the planet Sleheyron, rumors persist of someone trying to free slaves from a local Hutt's rule. *There are some "inspired by SMT fiend fights" sort of "super bosses", usually at the end of a quest (though I can think of one who is just chilling in her temple for now). I can't really reveal much about these fights as it would spoil the surprise, but if you think about force "power levels" you might understand why about half a dozen special fights should be hard considering who you are fighting. There are a few legendary galactic figures (or aspects of them) that you can fight and some of them drop pretty good loot so come with buffs and medpacs. *More to discover This mod was voiced using AI. No other aspects of this mod involves AI. Installation instructions 1. Install TSLRCM 2. Install M4-78 EP 3. Copy the contents of this mod into your install folder, ensuring that you overwrite when prompted. A few aspects to be aware of in this mod: 1. It doesn't take into account a dark side Revan. It was specifically written to take into account both Male and Female Revan, but some characters appear in this that couldn't otherwise. 2. The mod is intended for a Male Exile, however I did make some modifications that allow a Fem Exile to experience all the content. The training holocrons for Handmaiden currently do not work with Disciple, however. 3. There aren't a lot of moral choices at this time. 4. This mod is in English. 5. Currently the NPCs milling standing around the settlements don't serve much purpose. Their little flavor blurbs haven't been implemented yet. That will be done soon. 6. This mod SHOULD be compatible with mods that replace textures except for the ebon hawk cockpit skyboxes. Reskin away other than that. 7. This mod is still being developed. The difficulty especially is being worked on. All content should be playable though. ------------------------------ INCOMPATIBILITIES: This mod, out of the box is incompatible with Newbiemodder's Korriban Expansion and Deathdisco's Jedi Temple. The mod was designed for future compatibility with Deathdisco's Jedi Temple, however. This can be addressed by a simple drag and drop optional compatibility fix in the future. This mod includes (with permission) a modified version of NewbieModder's Korriban Expansion. Party Swap is incompatible at this time. Any mod that gives Visas Marr a prestige class is incompatible as this mod grants her one at the end of her personal quest. Ebon Hawk cockpit skyboxes are currently incompatible. Schematic Lightsaber Mod is VERY incompatible due to edits to companion dlg files and an edit to Nar Shaddaa's refuge quad module. Additional testing seems to indicate that the incompatibilities are much more serious than a cursory glance indicated. Apparently in concert with this mod, it breaks Korriban in several places due to some changes in utc files. Content Pack- Feats and Powers has been reported to be incompatible ------------------------------- Known to be compatible: Extended Enclave by danil-ch Expanded Ending by WildKarrde Genoharadan Legacy by N-DReW25 Just the those installers after you install this mod. I personally use those mods in my own build and I recommend them. -------------------------------- KNOWN ISSUES: There are some issues that may cause you some minor annoyance, but they have no effect on the actual mod. The imported modules have mini maps that are off. They still serve a purpose to let you see where you are going. The .vis files going from KOTOR 1 to 2 seem to not work all that well and have usually been omitted. This has the unfortunately annoyance of disabling some visual effects (shadows/force speed/stealth field effect) within that particular module. Certain modules have been modified so their .vis file works. These specific modules are usually because I needed a visual effect for a cutscene. Balance is being worked on and my response to reports on balance is to try and get a new version out ASAP. So if you find something to be egregiously difficult, then let me know and I will immediately try and address this. --------------------------------- The following mods and modders resources were used in this mod. Sithspectre's Sleyheyron Demo for modules and planetary icons. [K1/TSL] Modder's Resource - Holocrons by InSidious/Darth InSidious (also enclosed with this mod is a copy of that mod's readme, per the requirements of usage) Jolee's hut resource by djh269 Sleyheyron Arena modder's resource by Thor110 Expanded Galaxy v0.4.0 [MODDERS RESOURCE] 0.4.0 version by Thor110 Specialized Combat Suits for Kotor & TSL by RedRob41 Modder's Resource: Dejarik Table by: newbiemodder Dahnis Unique Look by Leilukin SpaceAlex for textures in Dahnis Unique Look Droid models animations fix By Zobizob Kashyyk cut module restoration v1.0 By Zobizob Czerka Depot Restoration v1.0 By Zobizob Terentateks in TSL by LDR Tulak Hord's lore accurate mask by The_Chaser_One Quanon gave permission for his Sith Temple mod for KOTOR 1, as well as provided the modder's resource for their Yavin modules. Modder's Resource: SpaceAlex's Unfinished K1 Enhancement Pack 1.0.0 by SpaceAlex Yavin Station Hangar 1.5 by WildKarrde is here with permission. Permission granted from Quanon for modules Ancient Cave, Temple Main Chamber, and Canyon from Silveredge9's Brotherhood of Shadow's Solomon's Revenge. Silveredge9 has given a blanket permission that their mods are free for people to utlize in mods now. InSidious/Darth InSidious granted permission to utilize their K1 Lost Modules mod (Tatooine Temple module). TOR Ports: Pureblood Sith Male Player Head for TSL 1.0.0 By DarthParametric TOR Ports: Pureblood Sith Female Player Head for TSL 1.1 By DarthParametric Effix for K2 Effixian's PMHC04 Gray Reskin 1.0.0 (texture file used) Quanon for Korriban Canyon/Lost City modder's resource modules Quanon for modders resource modules used in Coruscant Arena (scrapyard games modders resource from Quanons Big Sell out) EwokKotor for Playable Ewok mdl BioWare/Disney/LucasFilm for assets from KOTOR 1 Obsidian/Disney/LucasFilm for assets from KOTOR 2 Pandemic/Disney/LucasFilm for assets from Battlefront 2 Newbiemodder for his Korriban Expansion mod, implemented here in a modified form with permission. Said modifcations do not reflect the original artistic vision of the original mod author. Sith Holocron for the 2018 version of his mod: Coruscant Hi-Resolution Pack, here with permission. 90SK for Realistic Skybox for Deathdisco's Coruscant mod, here with permission. Specific to KOTOR tools and plugins used include KOTOR blender, Holocron Toolset, KoTOR TOOL, mdlops, kgff, dlgeditor, kotor scripting tool, reone_tools, mdledit, Probably others as well, at some point. Shout outs: I have to say, all of the modders who gave permission for using non-modders resources assets were extremely kind and nice. Shout out to Quanon, WildKarrde, InSidious/Darth InSidious, DarthParametric, Newbiemodder, Sith Holocron, and 90SK. You were very kind! The KOTOR modding community in general for largely being so accommodating and kind. This mod wouldn't be possible without you. Nexus user BlackWind1909 was very good about providing a lot of feedback regarding difficulty.1 point -
Yeah I've been running fresh saves each time (I've gotten really good at speedrunning Peragus), and have never used steam workshop. Thanks for the support though, I'll keep an eye on the mod and try again for 1.0 release. Well on a lark I bought and tried the GOG version and it works fine lol, no idea why steam version messed up1 point
-
1 point
-
Is there any other way I could download this? Not sure if it is a problem on my end or on the hosting side, but the download got corrupter three times already and honestly downloading a 15,5 GB file 350 kB/s only for it to get corrupted after 8 hours is not ideal. I have seen a mention about a google Drive, but not currently in use. Any plans to uppload it somewhere else (NexusMods comes to mind, but I have no idea how it works there from the modders side). Anyway, thanks!1 point
-
1 point
-
1 point
-
1 point
-
Here you go. I'm not sure if your game being non-English will be a problem after being saved in my English version. Dantooine_Ruins_Door_Fix_xispect.zip Crash? There shouldn't be any crash. What you encountered is a "soft lock". You managed to break the script that triggers the cutscene, leaving you with no way to continue the main quest. I still don't know how people manage to break it, hence why it's not fixed. I can't replicate the problem on my end.1 point
-
View File KOTOR1-Engine-Fixes # KOTOR 1 has a built-in frame limiter — BioWare shipped it switched off **TL;DR:** *Star Wars: Knights of the Old Republic* (2003, Odyssey engine) contains a complete busy-wait frame limiter in its main loop. It is controlled by a single `float` in the executable that defaults to `0.0`, which leaves the limiter dormant, so the game free-runs at uncapped framerate. On high-refresh displays this uncapped rate is what causes the long-standing **movement / "stuck after combat turn" freeze** and related timing bugs, which the community has only ever worked around with external FPS caps or by dropping the monitor to 60 Hz. Writing `60.0` (or any target) to that one float **arms the engine's own limiter** — a native, self-contained fix. No injected code, no wrappers, no driver settings. It's a 4-byte data patch. Verified: on a 144 Hz display with all external caps removed, the patched exe holds a hard 60 FPS and the freeze does not occur. --- ## The bug KOTOR's main loop (`WinMain`, `FUN_004041f0` in a Ghidra auto-analysis of the standard PC exe) is a classic `PeekMessage` real-time loop: ``` while (quit_flag == 0) { read timer (game clock) if no pending message: render scene (delta-time based) SwapBuffers (present) ... optional limiter here ... } ``` Gameplay logic — movement, and the combat round/turn state machine — advances by frame **delta-time**. With no frame cap, delta-times on a fast display become tiny and irregular, and the 2003-era state machine mis-steps: the controlled character's action queue stalls until something rebuilds it (switching party member, or a save/load clears it). That is the freeze players have reported for 20 years. ## The dormant limiter Immediately after `SwapBuffers`, the loop contains this (Ghidra decompilation, lightly annotated): ```c if (DAT_007a3c58 != 0) // a separate, also-off coarse limiter Sleep(DAT_0078d1e8); if (0.0f < cap) { // cap = _DAT_007a3c64 (the frame-cap float) target = 1000.0f / cap; // target frame time // measure elapsed since frame start, then: if (elapsed < target) { do { // busy-spin: re-read the game timer } while (elapsed < target); // hold the frame until target reached } } ``` With real constant values read from the binary: | Symbol | RVA | Value | Meaning | |-------------------|-----------|----------|----------------------------------| | `_DAT_007a3c64` | `0x7a3c64` | **0.0** | frame cap (FPS). **This is it.** | | numerator const | `0x73d6fc` | 1000.0 | `target_ms = 1000.0 / cap` | | zero const | `0x73d700` | 0.0 | used in the `0.0 < cap` gate | | timer scale const | `0x73d708` | 0.001 | raw timer -> milliseconds | The gate is literally **"if cap > 0, limit the frame."** With `cap = 60`, the loop busy-waits until each frame has taken `1000/60 ≈ 16.67 ms`, i.e. it caps at 60 FPS. This is the *same* formula the engine uses elsewhere — the movie-playback path caps to 30 with it — so the mechanism is proven, not speculative. ## Why it's off `_DAT_007a3c64` starts at `0.0`. The **only** code that writes it is a render-setup function (`FUN_004c5880`), and that write is guarded: ```c if (DAT_00832904 != 0) { ... _DAT_007a3c64 = (float)DAT_00832904; // arm the cap } ``` `DAT_00832904` lives in **BSS** — zero-initialized, and it has **no writer anywhere in the binary** (it's a config variable exposed by address, never set by default). So the guard is never true, the cap value is never assigned, and `_DAT_007a3c64` stays `0.0` for the entire session. The limiter is complete, correct, and permanently asleep. Because nothing ever writes the cap during normal play, **patching its initial `.data` value is safe and permanent** — no code path overwrites it. ## The patch Standard PC v1.03 / GOG / "editable" executable: ``` file offset 0x3A3C64 : 00 00 00 00 (float 0.0, limiter off) -> 00 00 70 42 (float 60.0, 60 FPS cap) ``` Other caps if you prefer: `30.0` = `00 00 F0 41`, `72.0` = `00 00 90 42`, `120.0` = `00 00 F0 42`. A Python patcher (`kotor_fpscap_patch.py`) is included; it fingerprints the two `.rdata` constants before writing, backs up the exe, and refuses to touch an executable whose layout it doesn't recognize: ``` python kotor_fpscap_patch.py "path\to\swkotor.exe" 60 ``` ## Verification - 144 Hz display, all external FPS caps and driver "wait for vertical refresh" overrides removed. - Patched exe launched directly. - Framerate held a hard **60**; the movement/turn freeze did not reproduce on transitions that previously triggered it. ## Caveats - **Busy-wait, by design.** The limiter spins a CPU core while pacing each frame (this is BioWare's own implementation — the movie path spins the same way). On a modern machine, one pegged core for a single-threaded 2003 game is harmless, but it is not a `Sleep`-based idle cap. A future refinement could redirect the gate to the engine's own `Sleep(DAT_0078d1e8)` limiter instead. - **Offset is per-exe-layout.** `0x3A3C64` is verified for the standard PC exe. Other builds (Steam-with-different-packing, 4-CD, Mac) may differ; find `_DAT_007a3c64` by locating the `1000.0 / cap` main-loop math. - **Steam "Verify integrity" reverts it** (restores the stock exe). Re-apply after any verify. - Stacks cleanly with the 4GB LARGE_ADDRESS_AWARE patch, UniWS widescreen, and the community mod builds — it only touches one unrelated float. ## Method Static reverse engineering only (Ghidra). Chain: locate timing-API imports (`QueryPerformanceCounter`, `GetTickCount`, `Sleep`) → their callers → the `PeekMessage` message pump → its caller (`WinMain`) → the frame-limiter block in the loop → the cap float and its dormant guard. Full decompiled C of the engine was exported and searched locally to trace the call chain. --- *Reverse-engineered from a legally-owned copy for interoperability and bug-fixing. Not affiliated with BioWare/LucasArts/Aspyr.* Submitter VexFlint Submitted 07/21/2026 Category Mods K1R Compatible Yes1 point
-
Sounds interesting, but I would welcome a more detailed installation instructions for Windows users.1 point
-
Why are you using ASCIIs if you're using KBlender?1 point
-
1 point
-
I just have to ask: Why? I've only heard positive feedback about this so far so dropping it now seems odd.1 point
-
This may come as a disappointment to some, and good news to others, but I've decided to leave this project and let other modders use the module to make their own versions and tell their own stories. I had a lot of fun working on it and learned a lot from it, and I am grateful for the positive reception and enthusiasm from the KotOR community, and it will be exciting to see what other modders can create with it. Hopefully the walkmesh and cave models can be repaired. Anyone is free to use all of the files in the mod however they wish, the only things I really added to it aside from the bare bones level design were the minimap and loading screen. I hope that my words and ideas expressed in this thread and the original mod can serve as inspiration and guidance to the ones who will pick up where I left off. Thank you for downloading! JM1 point
-
Currently I've updated his weapon to Rakatan Battle Wand, but I think there is a real possibility that his character will be cut from the final version. There might be a force ghost or hologram instead to replace him, but I'm leaning towards cutting him entirely, and focusing instead on adding new dialogue for the Rakata Elders on the Unknown World. What's really important to me is deepening the lore and providing new context for the player regarding the Rakatan's motivations and history, while maintaining a distinct ambiguity to it. While I want to provide more answers and shed new light on the history of the Rakata and Revan's interactions with them, I think it's important to preserve a sense of unknowable mystery to the origins of the Star Wars universe. That's why I created this character in the first place. However, as others have communicated to me, it doesn't make much sense for this character to have survived imprisoned in the temple for thousands of years, even if they were some sort of unimaginably powerful Sith Lord. So there is definitely still much room for development in regards to the story!! I love Revan (and the Exile) and I am passionate about further developing and resolving their storylines! lol (soy mucho mega kotor nerd) JM1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
There is also an additional issue where the model half t-poses when moving quickly (at least in when directed to move during a conversation). Though, considering most uses for an ewok model are going to be silly anyway, I'm not sure if that's a bug or a feature lol Edit: Messing around with other S models between games has led me to believe that this issue I reported was simply some sort of error porting between the two KOTOR games. Still funny to see though.1 point
-
Today's little demo: This patch was originally put together by @LanguageWriter123 (see here). He and I worked together to see what it would take to port this over, and today I decided to give it a shot, and I'm very pleased with the results! cc @darthbdaman as you asked about level caps earlier1 point
-
Version 1.4
34,665 downloads
This mod aims to improve the space scenes in Knights of the Old Republic II: The Sith Lords. This is done both to improve the visual quality as well as the continuity between cutscenes and playable areas. The changes made to achieve this are thus also twofold: First there are new high resolution textures provided for almost all space backdrops and then there are model changes to create more extensive edits. For a full list of what has been changed, see below (contains spoilers). Additionally there is an optional part of the mod that brings the galaxy map appearance of some planets in line with the new backdrops. See below for installation instructions. There are some mods by other authors that already do an amazing job at improving certain backdrops, so I did not see the need to imitate their work. Instead, I highly recommend you install those mods as well. I will list them below. COMPABILITY This mod is not compatible with other mods that edit the same textures or models. Notable exceptions are TSLRCM and M4-78 EP: - This mod overrides 222TEL15.mdl and 222TEL15.mdx provided by TSLRCM. This will replace some VISUAL ONLY! changes by TSLRCM with my version. Check the screenshots to see which one you prefer. - Also, this mod will override 003EBOq.mdl and 003EBOq.mdx from M4-78EP. In this case my mod includes the changes done by M4-78 EP, so you can safely override those files (make a backup though). INSTALLATION If you have TSLRCM and/or M4-78 EP installed, go to your Override folder and make backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx just in case. Then copy all files from the "To Override" folder into your Override folder. If you want to install the galaxy map changes as well, also copy the files from the "Optional Galaxy Map Changes" folder to your Override folder. And finally I highly recommend you install the other backdrop improvement mods listed below. UNINSTALLATION Delete this mod's files from your Override folder and restore the backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx (if you have TSLRCM and/or M4-78 EP installed). RECOMMENDED MODS - Improved Peragus Asteroid Fields by Vasilii Zaytsev - Replacement Peragus II Artwork by Trench - Telos Citadel Station Skybox by Quanon - Alternatively you can use the TEL_Bdrp.tga and TEL_Bdrp.txi from TSL Remastered by sELFiNDUCEDcOMA KNOWN BUGS - The asteroids during the Peragus escape sequence appear out of nowhere. This is either due to my limited knowledge or due to limitations in our tools but I haven't been able to fix it yet. Should that bother you, remove 003EBOs.mdl and 003EBOs.mdx from your Override folder. Note however that you will also loose the Dxun backdrop for the Arrival at Dxun scene. LIST OF CHANGES (SPOILERS!!!) CREDITS This mod was created by Kexikus. With contributions by: - Jeroenimo (http://www.moddb.com/members/jeroenimo😞 Several ship models used for backdrop textures - Kreia: Interdictor class (Leviathan) ship models - Malkior: Additional damage detail on Ravager backdrop The starfields were created using spacescape. The nebula photos are taken from NASA and hubblesite.org The planet backdrops were created with the help of the following tutorials: - http://the-prototype92.deviantart.com/art/Realistic-Earthly-Planet-Texture-Tutorial-V3-414190291?q=gallery%3Aphotoshop-tutorials%2F3518842&qo=3 - http://rodrigogua.deviantart.com/art/City-Lights-Tutorial-9161677 - Make a Planet by Greg Martin (link no longer available) Using cloudmaps from: http://www.shadedrelief.com/natural3/pages/clouds.html A big thank you to Sithspecter, Quanon and Fair Strides who helped me to get into world of 3d modelling for KotOR and also thank you everyone who answered my never ending questions^^ THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. 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.1 point -
325 downloads
By JCarter and Darth InSidious This isn't a mod so much as a modder's resource. JCarter426 discovered a "shuttle interior" in the game files area that was never used by Obsidian, and I've made up some module files so you can get to it. The "module" folder is exclusively for the use of modders, and is not needed to make the mod run; it is only if you want to edit things that you will need this folder.1 point