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Version 1.0.1
69 downloads
AI DISCLOSURE & FEEDBACK I use AI often in my workflows to assist with creating my mods, including handling monotonous and repetitive tasks. You should assume that anything I post has had AI assistance in some way. As I stated in my Dathomir WIP post, I expect discussion of my projects to remain professional and focused on the actual artwork, performance, and gameplay. Constructive criticism that helps improve the art or gameplay is welcome. Derogatory statements about AI will be ignored. I am here to improve the finished product, and I will not change my workflow to accommodate personal objections to AI. Bring a new Basilisk to the invasion of Onderon. Watch it wake in the Dxun hangar, storm Iziz in a replacement cinematic, and join the landing-zone battle as an allied war droid. FEATURES • Custom Basilisk model with an animated hangar reveal and boarding ramp. • Replacement invasion cinematic covering space approach, atmospheric entry, anti-aircraft fire and a heavy landing. • An allied Basilisk that fights alongside the player in Iziz. • Shoulder turbolasers, heavy claw attacks, a shockwave slam and an airborne rapid-fire nose-gun barrage. • Custom combat effects and sound. • One replacement Basilisk loading screen. REQUIREMENTS AND COMPATIBILITY Requires Windows x64 and a supported Steam Aspyr version of KOTOR II. Run the included compatibility check before installing. Other storefronts and executable versions are not currently supported. Tested on clean Steam game data and an installation of the KOTOR II Full Build: https://kotor.neocities.org/modding/mod_builds/k2/full Install after your chosen mod build. Compatibility does not cover every optional mod selection. The English Queen Talia invasion route is tested; the Vaklu route has not been qualified. The installer merges shared tables and story resources, preserves native party selection, and leaves saves and Steam Cloud settings unchanged. It replaces OndMov07.bik and the load_510OND/load_511OND loading screens. See COMPATIBILITY.md for supported executable hashes, conflicts and testing limitations. INSTALLATION 1. Close KOTOR II. 2. Extract the entire archive into a folder outside your game directory. Keep all included folders together. 3. Run Install Basilisk.exe and select the folder containing swkotor2.exe. 4. Click Check compatibility, review the result, then Install Basilisk. 5. Keep Steam running and launch the game using BasiliskLauncher.exe in your game folder. 6. Load a save from before Zuka’s invasion reveal and before first entering the Iziz invasion module. Required runtime components are bundled. No separate Python or .NET installation or manual patch download is needed. This package uses its own merge installer. Do not copy the payload into Override or install it through TSLPatcher. UNINSTALL Close the game, run Install Basilisk.exe, select the same game folder and choose Restore pre-install files. Keep the BasiliskInstaller backup folder. Restoration will stop if another mod has subsequently changed a file, protecting those later changes. Return to a save made before installation. CREDITS ShaolinGhost — project, direction, playtesting and release. Lane — KotOR Patch Manager. PyKotor contributors — resource tooling. Obsidian Entertainment, LucasArts and Aspyr — KOTOR II and original game resources. The Force Unleashed Wii Basilisk encounter — design and animation reference. Full third-party notices and installer/runtime sources are included. This is an unofficial, free fan modification. Screenshots may show unrelated character, environment and interface mods that are not included.11 points -
Version 1.0.0
81 downloads
The mod replaces the PFHC03 model and textures. To Install 1. Download: PFHC03 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.6 points -
Version 1.0.0
90 downloads
The mod replaces the Scout model and textures. To Install 1. Download: Scout 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.5 points -
Version 1.0
34 downloads
This mod contains fixes to various models from throughout the game. There is no particular theme to these fixes, which cover elements from nearly every planet. Please see below for a full list. Separate from the model fixes, I have also provided an additional option adds scripting to open the roof of the Telos underground base's hangar before departing. This is not strictly a fix because the game already included scripting to open the roof...but it happened as the player boarded the shuttle to leave, so even with the fixed animation, there was no opportunity to see the result. This option changes the timing so that the roof opens when the player unlocks the doors with the hangar console. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- LIST OF FIXES GENERAL - plc_jnkswpb1, plc_jnkswpb2 - Corrected the crashed swoops' windscreen texture to match the non-crashed swoops. PERAGUS - dor_per02 - Corrected mirrored texture coordinates on one side of one door panel. TELOS - 202tel12, 202tel13, 222tel12 - Corrected typos in the hierarchy which caused overlapping windows to flicker. - 232tel14 - Fixed a broken animation for the hangar roof to open. Note that the "Telos Hangar Roof Change" option is also required to showcase the result in-game. EBON HAWK - 950cori - Filled a blank doorway during the post-Telos cutscene. NAR SHADDAA - 301narm - Assigned the correct Ebon Hawk textures during Kreia's telepathy cutscenes. - 304nar13 - Filled a missing Ebon Hawk corridor while Kreia teaches the player Force Breath. - 306nare - Filled a gap between the entry corridor's floor and wall. KORRIBAN - 701kore - Filled a gap in the face of one of the tombs which was visible as the camera panned across the Valley of the Dark Lords. DANTOOINE - 650dan_03 - Filled a hole in the tree stump in the enclave's central courtyard. HK FACTORY - 298telp, 299teld, 299telm, 299teln - Resolved overlapping geometry in a console which appears in multiple locations. - 299telh - Filled a gap in the front of the elevated control platform. Also fixed a gap and overlapping geometry at the central door's frame. - 299telq - Resolved overlapping geometry and walls misaligned with the edge of a platform at the back of the factory space. MALACHOR V - 902malc, 902malj - Grounded some floating rocks. ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Copy all files in the "MAIN INSTALLATION" folder to your game's Override folder. If asked, confirm to overwrite 299telq.mdl. If you would like to use the option to open the Telos hangar's roof before you leave, open the folder "OPTION - Telos Hangar Roof Change" and run "INSTALL.exe". It is normal to see a warning that 232tel.mod already exists and has been skipped. ------------------------------------------------------------------- UNINSTALLATION Delete the files from the Override folder. The "Telos Hangar Roof Change" option cannot be easily uninstalled, but deleting 232tel14.mdl/mdx will effectively disable the roof animation. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is compatible with texture reskin mods. Several of these fixes are already included in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). If you are using that mod, install it after these fixes, and allow it to overwrite the conflicting files. This mod is incompatible with any other mods that edit the same area files. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview by ndix UR NWNSSCOMP by Torlack and tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 299telq.mdl includes edits made by the TSLRCM team. Thanks to DarthParametric for identifying the broken animation in 232tel14 and how to fix it. Thanks to Snigaroo for identifying the gap in 306nare. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.4 points -
Version 1.0.1
338 downloads
KOTOR High FPS Fixes Fixes several problems in Knights of the Old Republic 1 & 2 that appear when playing above 60 FPS. Included fixes: Dialogue letterbox timing Post-combat movement freeze Free-look mouse sensitivity Animated textures such as rivers, waterfalls, and flashing mines Lightsaber trails Tree leaves and similar moving effects Water ripples and force fields Should make the animations and timings feel as close as possible to their speed when played at 60fps. No longer do you need to lock your frame rate to enjoy either game. Tested up to 240 FPS. But should work at even higher fps though let me know if any issues arise. Requirements: Kotor Patch Manager 0.6.3 or newer KOTOR 1: 1.03 KOTOR 2: Aspyr GOG or Steam This kpatch works with both K1 and K2 no need for separate kpatches. Latest KPM version 0.7.0 now has the ability to work with modified exe's but if there are any issues still you can try my adapter here. The adapter is only for K1 for now and hopefully will be obsolete in the future. Do not install the standalone versions of these fixes alongside this combined version, such as J's post combat fix or my individual fixes on my GitHub or previous deadlystream post. Source code and alt download available below. Links: Alternative Download - GitHub Releases Source Code - GitHub4 points -
Version 1.5.1
3,194 downloads
KMRP - KOTOR MODERN RESTORATION PATCH Any resolution, properly scaled UI, controller support and engine fixes for KOTOR 1 Any resolution | 800x600 to 8K | 4:3 | 16:10 | 16:9 | 21:9 | 32:9 | Windows, macOS and Linux ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ HOTFIX 1.5.1 A hotfix for 1.5.0, for Windows and for Linux with Proton. If you play on Linux or SteamOS you need this version: 1.5.0 does not start there. Run the 1.5.1 installer over your existing install; there is no need to restore first. The macOS version is not affected and stays at 1.5.0. Linux and SteamOS. The game starts again under Proton. SteamOS is tested and working. Mods in Override always win. Load screen mods, texture mods and custom fonts work again. In 1.5.0 they were ignored whenever KMRP had a file of the same name. Translations. Their own fonts are used, with all their letters, at the right size. Tested with the Polish translation. Controller. Changing the resolution in the game no longer ends it, A plays the selected card in Pazaak, and movement no longer stutters with PadForge, DS4Windows and similar tools. Installer on Linux. It finds your Steam game by itself, and Restore Original completes. Temp folder. KMRP no longer leaves 177 MB behind at every start. Windows 7. The "ordinal 40 not found in Cabinet.dll" error is removed. On Linux and SteamOS, set KOTOR's controller layout in Steam to Gamepad. Otherwise the game gets no controller. The installer reminds you. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ WHAT IS KMRP? Vanilla KOTOR was built around fixed pixel sizes and interface layouts designed for resolutions such as 640x480. On modern displays this causes tiny text, overlapping list entries, undersized icons, broken map scaling and other interface problems. KMRP fixes these problems in the game engine itself. One installer, one click, and one click to undo everything. It changes how the game looks, fits and controls, and nothing about its story, quests or balance. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ WHAT IS NEW IN 1.5 No resolution to choose. The game starts at your display's own resolution. Its Screen Resolution setting lists every size and refresh rate your display supports, and a change takes effect at once, with no restart and no patching again. Controller support, built in. A controller works on every screen, with the right button pictures for your pad (Xbox or PlayStation), rumble and a Controller Layout screen. Xbox-style HUD. Modelled on the console version. On by default, can be switched off. Above 60 frames per second. An option installs D3M0's High FPS Fixes, switched on by itself above 60 Hz. macOS. The Steam game, on Intel and Apple Silicon Macs, with its own installer. swkotor.exe is no longer rewritten. On Windows the changes are applied in memory each time the game starts, through KOTOR Patch Manager's runtime. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ WHAT IT FIXES Readable text with properly scaled list rows Inventory, Abilities and Store icons and rows scale correctly Item stack counts remain visible with larger fonts, in the inventory and in shops Popups and check boxes grow with the screen Long item description crash fixed, along with several rare crashes Area map fills its frame, fog of war covers the complete map, markers scale and are clicked where you see them HUD minimap follows your character Movies play at the game's resolution, with no switch to 640x480, and are not cropped on wide screens HD art: higher-quality portraits, item icons and menu art Every shape from 4:3 to 32:9 is covered, from 800x600 up to 8K: 66 common resolutions have menus built for them, and any other size gets menus fitted to it. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ PLATFORMS Windows: the Steam, GOG and disc 1.03 versions. The installer checks the game's file before doing anything and refuses any other build. macOS: the Steam game, on Intel and Apple Silicon Macs. The macOS version stays at 1.5.0. Linux: the Windows installer through Proton. SteamOS is tested and working with 1.5.1. No Steam Deck itself was tested. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ INSTALLATION Install other content mods (K1CP, K1R and so on) first. Start the game once so its settings file exists. Run the KMRP installer and press Start Patching. There is no resolution to pick. To undo everything, run it again and press Restore Original. Linux and SteamOS: run the installer with protontricks-launch --appid 32370, then set KOTOR's controller layout in Steam to Gamepad. If you use KOTOR Patch Manager, KMRP's two patches are listed there and other patches can be added beside them. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ INSTALLER OPTIONS Controller support, and with it the Xbox-style HUD High FPS Fix (D3M0's High FPS Fixes) HD item icons Map-note corrections (Derslok) Driver compatibility for lighting, fog and shadows on modern graphics cards (Synchro) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ COMPATIBILITY KMRP 1.0 was tested with KOTOR 1 Community Patch 1.10.0 and KOTOR 1 Restoration 1.2. KMRP 1.5.1 was tested with KOTOR 1 Community Patch 1.10.0 and with the Polish translation. Since 1.5.1, files that other mods put in the Override folder always win over KMRP's. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ CREDITS ndix UR: KOTOR High Resolution Menus 1.5 Synchro: K1 Modern Driver Compatibility 1.2.0, and published area-map research Derslok: K1 Area Map Fixes D3M0: High FPS Fixes Lane Dibello and the KOTOR Patch Manager project: the runtime KMRP's patches run on MadDerp: Party Portraits JackInTheBox: KOTOR 1 HD Icon Pack 1.0 RaymanGT: HD menu and UI asset set Xelu: Free Controller & Key Prompts Bundled work is included with its authors' permission or under its licence. Full notices are in the repository. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ SOURCE AND CHANGELOG github.com/RayesDiyab/KMRP-KOTOR-Modern-Restoration-Patch Licence: GPL-3.0. Unofficial; you must own the game.3 points -
Version 0.3.6
85 downloads
This is the mod you've all been waiting for. Designed using KPM patcher. The problem is simple; you can't level your character on Taris, because if you did, you would lose out on Jedi levels later. You can reach Dantooine at level 8 if you do everything on Taris... meaning you'll only ever get 12 levels of Jedi, because the level cap is a hard 20. This fixes that. Finally. Basically, instead of looking at your Character Level to determine if you can level up, this mod makes it so that the game looks at the Class Level. So you can be a level 8 Soldier... and still level to Jedi Guardian Class Level 20, for a total level of 28. This uses KPM's mapping system for levels past 20, which just continues curves already defined by vanilla behavior. It raises the level cap to 40, meaning you could theoretically reach level 20 in your original class and still level to 20 in your Jedi class as well. This also includes a fix for the old problem of not being able to back out of the level screen once you've pressed level up. And that's all in V1, Jedi Extended Progression. V2, Selectable Class Progression, takes it a step beyond that. After you gain your Jedi Class, you will from then on be asked which Class you want to level, up to level 20 for each of the two classes. It does this as minimally as possible, with a simple dialogue box that comes up after you press Level Up. I have included both options, in case people want to preserve a more vanilla feel. With V1 you can literally just play the game like normal, nothing at all changes until you eventually surpass Character Level 20. And nothing really changes then, except that you can keep levelling to Class Level 20. With V2 you could ignore being a Jedi entirely. The single level of Jedi you get on Dantooine is mandatory, but if you want to just keep levelling as a Soldier, Scout, or Scoundrel, you can. Up to level 20 in that Class. Note that you only need ONE of these files. (Coded with the assistance of AI; presented under the open source MIT license ) Requirements and Compatibilities: This installer requires the KOTOR Patch Manager (KMP) runtime. KOTOR Modern Restoration Project (KMRP) is supported and includes the required runtime, but KMRP itself is not technically required.... But seriously, you should be using it, it's incredible. Note that this should not be used alongside KMP's LevelUpLimit patch, as this modifies it for my purposes. Besides that, this should be pretty broadly compatible, as it only modifies Level Up initiation behavior. Safe to use in previous saves, should insert its functionality with no issue no matter where you are in the story. Recommended Installation: 1. Download and install KMRP. 2. Download this mod. 3. Run install.cmd. 4. Enjoy! (To uninstall, simply run uninstall.cmd) Advanced Installation: 1. Download the latest version of KPM. 2. Extract the folder, and in the resulting bin folder, run KPatchLauncher.exe 3. Use the options at the top to navigate to your swkotor folder, and the KPM folder called patches. 4. Download and install KMRP (You do not need to close KPM). 5. In KPM, select KMRP (and it's controller support, and any other patches you want except for the 4GB patch, save game memory leak, and Movie Patch, as they are included in or not compatible with KMRP; and LevelUpLimit as it is not compatible with this mod). 6. Click "Apply." 7. Download this mod. 8. Run install.cmd 9. ENJOY!3 points -
Version 1.0.0
24 downloads
This mod allows you to get your basic build online much earlier. Right at the beginning of the game, in fact. It hooks into the OnOpen function of the chest on the Endar Spire that you have to open at the beginning of the game as part of the tutorial. This chest normally contains some basic equipment related to your class, but it leaves a lot to be desired. This simply adds some basic rules: - If you have Two Weapon Fighting, you will find two Short Swords and Two Blasters in the chest (normally just one of each). - If you have Weapon Proficiency: Blaster Rifles, you will find a Blaster Rifle in the chest (which used to only be available to Soldiers). - If you have Weapon Proficiency: Heavy Weapons, you will find a Light Repeating Blaster in the chest (which is normally first reachable at a shop on Taris for 550 credits). - If you have Implants 1, you will find a Cardio Regulator in the chest. - Finally, with the optional Early Lightsaber Compatibility mod, if you have Weapon Proficiency: Lightsaber, you will find a Blue Lightsaber in the chest as well (I didn't fold this into the main mod, because most mods that give you Jedi levels from the start also handle giving you a lightsaber). Also, you may not have known this, I always forget, but if you start with at least 1 point in Stealth, you'll be given a Stealth Field Generator here as well. This is just vanilla behavior, that isn't modified here. Note that since this hooks into OnOpen, it doesn't check your proficiencies until it opens. Thus you can save beforehand and alter your proficiencies with KSE to get more or all of this. (Made with the assistance of AI; Presented under open source MIT license) Compatibility and Installation: This is a TSLpatcher mod, so it should have broad compatibility with basically everything. And installation is as easy as double-clicking the TSLpatcher.exe in the download and then using the prompt to find your "swkotor" game folder.3 points -
Version 1.0.0
6 downloads
One day in 2025, @Crimson Knight, famed creator of Ixgil the Bith, rocked the KOTOR community when he released a mod changing the color of Darth Traya's floating lightsabers to red, and also doing some other stuff to them. Today, I similarly rock the community by changing them back to purple, and doing even more stuff to them. *technically speaking I used the vanilla .utc files as a base, so they were never purple to begin with. It was all a dream What Crimson Knight did: Gave all three lightsabers immunity to fear, paralysis and stun Changed all three lightsaber colors to red What I did: Gave all three lightsabers immunity to fear, paralysis and stun Gave all three lightsabers Force Jump before Crimson Knight got the chance to (haha i'm faster) Removed redundant feats for armor and weapons that the lightsabers don't use Looked at the purple lightsabers and thought "yeah that seems about right" What could still be done to these damn lightsabers: At first, I wanted to do a little bit more to the lightsabers than just add Force Jump, but missing animations screwed me over. Force Jump is technically missing its animations, but I think it looks good enough to ship. The other two things I wanted to do was, first, give one of each lightsaber master level Power Attack, Flurry, and Critical Strike, but the animations don't exist for them on the floating lightsabers. Similarly, I wanted to make a variant where instead of three purple lightsabers, its the three council members' lightsabers, but the floating lightsaber NPCs also don't have animations for dual wielding or saberstaff. If those issues could be ameliorated, then I think we'd finally be able to put this floating lightsaber saga behind us. I'm not doing that though lmao Installation: slam dunk the provided utc files into your override folder Credits: If it wasn't clear enough already, credit goes to Crimson Knight for being the first to give the lightsabers their immunities in Red Floating Lightsabers. Credit goes to @Snigaroo for suggesting to give the lightsabers Force Jump. Special thanks to @SAO1138 for pushing me to actually get into modding, even if this first one is tiny and derivative.3 points -
Version 1.0.0
28 downloads
The mod replaces the model and textures. Installation after the heads are installed. To Install 1. Download: Underwear 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
2 points
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Version 1.4.0
364 downloads
Expands supported resolutions and scales all Menus/HUD. Install - Use with Kotor Patch Manager: https://github.com/LaneDibello/Kotor-Patch-Manager - Editable K1 Executable or GOG version required - Copy Scaled Kotor textures and font files to override directory - Apply Scaled Kotor patch with patch manager and then click launch. - Alt Tab Patch and Movie Patch are recommended. - Change resolution in game - please report any bugs Recommended - K1 Modern Driver Compatibility Patch Source: https://github.com/J0-o/ScaledKotorWidescreenPatch Credits: HD UI Menu Pack - The menu background outlines were combined with custom menu borders Vriff - Supplied the custom font scaling system2 points -
Version 1.0
31 downloads
Goto's yacht has numerous model issues, including holes open to space, doors which visibly clip through walls, and rooms that disappear when you walk too far away. This pack fixes many of these issues, bringing the yacht to a quality level suitable for a wealthy Exchange boss. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first. Run "INSTALL.exe" for this mod, and follow the prompts. It is normal to see a warning that 351nar.mod already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). It is also compatible with "TSL Backdrop Improvements" by Kexikus (https://deadlystream.com/files/file/949-tsl-backdrop-improvements/) as well as mods that reskin the yacht. It is not compatible with mods which edit the same area models. For best results, this mod requires a save from before boarding the yacht. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 Thanks to Snigaroo for requesting a fix for the holes in the yacht's bridge, which kicked off this whole exercise. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. Material from this mod may be used as the basis for mods which make additional edits to the same area models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.2 points -
Version 1.0.0
21 downloads
Swap Jolee and Bastila Classes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.SwapJoleeAndBastilaClasses It occurred to me that Bastila's and Jolee's classes don't make a lot of sense for them. Jolee is an ex-Padawan who has tried just about every career path in the galaxy. Meanwhile, Bastila is a (relatively) sheltered Jedi prodigy with unique Force powers. This mod swaps their classes, and it slightly modifies their stats and abilities. I didn't change their starting lightsabers to ensure compatibility with any mods that modify those lightsabers. Instructions If you have any mods that modify Bastila's and Jolee's character files, such as offthegridmorty's "Bastila Has TSL Battle Meditation", install those first Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify Bastila's and Jolee's classes and abilities. It may overwrite any changes made to these files by other mods, but it should be compatible with any mods that don't have any overlapping changes on these files. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.2 points -
Version 1.0.0
21 downloads
===================================================== [TSL] Lily's Jedi Robe Fixes ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: Lilys_Jedi_Robe_Fixes.zip Latest Version: 1.0 --- 1. DESCRIPTION: This mod fixes several visual issues with the Jedi robe body models. Padawan Robes: - Added color to the neckpiece, which was solid black by default - Fixed incorrect UV mapping on fingers - Fixed a gap/hole in the back of the female robe - Fixed robe clipping through the legs during run animations - Fixed a black spot appearing on the back of the torso The Padawan Robes are based on PapaZinos's "Robes With Shadows For TSL" and includes all of the fixes from that mod. Master Robes: - Adjusted boot and leg proportions The Master Robes option uses models based on DeadMan's "Movie-style Jedi Master robes" mod. You need the textures from that mod (or another mod that provides textures for it) installed before using this option - the textures will be mapped incorrectly with default textures. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are two installation options: - Padawan Robes: Fixes models for the Padawan robe. These are based on PapaZinos's "Robes With Shadows For TSL" and include all of the fixes from that mod. Any texture files will work. - Master Robes: Fixes models for the Master robe. These are based on DeadMan's "Movie-style Jedi Master robes" models, so you must have the textures from that mod (or another mod that provides textures for it) installed first. You can install one or both options. Run the installer once per option. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod installs model files to your Override folder: Padawan option: PFBIM.mdl, PFBIM.mdx, PMBIM.mdl, PMBIM.mdx Master option: PFBNM.mdl, PFBNM.mdx, PMBNM.mdl, PMBNM.mdx No 2DA files, scripts, or other game files are modified. Any mod that also replaces these model files will conflict with this one. If you use the Master Robes option, install DeadMan's "Movie-style Jedi Master robes" (or a compatible texture mod) first. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - PapaZinos - Robes With Shadows For TSL - DeadMan - Movie-style Jedi Master robes - bead-v - MDLEdit - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.2 points -
Version 1.0.0
19 downloads
170+ portraits to replace party and player portraits. 5 stage lightside/darkside transitions. Install - extract the .TPC files to the game's override folder How Were These Made Kotor Blender and ImageMagick. I will be releasing the scripts to easily generate matching portraits. Blender and KotorBlender plugin will need to be install but the portrait generation process does not require blender knowledge.2 points -
Version 1.0.0
18 downloads
Hello everyone! This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version. Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method.2 points -
Version 1.0.0
103 downloads
The mod replaces the model and textures. Installation after the heads are installed. To Install 1. Download: Underwear 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Version 1.0
38 downloads
After the Dantooine Enclave sequence, there are very few opportunities to change your party's equipment before arriving on Malachor V. If you are like me and regularly unequip your party's gear to keep it available, you may then find that your companions unwisely attempt to fight Darth Traya armed with nothing but their fists. This mod makes it so that you return to the Ebon Hawk after finishing the Ravager sequence, giving you the opportunity to select your party's gear for the Malachor cutscenes. It also modifies the "traveling to Malachor" cutscene so that Atton does not appear if he has left with Kreia because of jealousy over the Disciple. This mod comes in two versions which affect how the galaxy map behaves when you travel to Malachor: - OPTION A (Limited Galaxy Map): Displays the full galaxy map, including Malachor. All planets are visible, but you will only be allowed to select Malachor as a valid destination. - OPTION B (No Galaxy Map): Does not display the full map and instead offers a dialog option confirming whether you are ready to go to Malachor. Malachor's appearance is therefore not revealed until the Ebon Hawk arrives there, as in the vanilla game. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using any of the mods noted in the "Compatibility" section below, install them first. Afterwards, navigate to the folder for either Option A or B, run "INSTALL.exe", and select the Typical Installation option. After the installation is complete, if you are using "Coruscant Jedi Temple" by deathdisco and/or M4-78 Enhancement Project, rerun "INSTALL.exe", and select the appropriate compatibility patch. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). If you are using any of the following mods, they must be installed prior to this mod: - TSLRCM - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/) - M4-78 Enhancement Project by zbyl2, DarthStoney, and Hassat Hunter (https://deadlystream.com/files/file/277-m4-78-enhancement-project/) - Coruscant Jedi Temple by deathdisco (https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/) - Jedi Temple Expansion by HK42 (https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/jedi-temple-expansion) - Coruscant - Jedi Temple Compatibility by Hassat Hunter (https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/) This mod is not compatible with any mods which add new planets to the galaxy map other than those listed above. It is compatible with mods which only edit the locations of the planets on the map. This mod is incompatible with mods other than those mentioned above which edit the following files: - a_901jump.ncs - a_escape_851.ncs - tr_leave_ehawk.ncs - a_galaxymap.ncs - k_sup_galaxymap.ncs It is incompatible with mods which overwrite pcdead2.dlg in 003ebo.mod. It may be compatible with mods which edit pcdead2.dlg in place if this mod is installed first. It is compatible with Extended Enclave (https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/), which edits a file called pcdead2.dlg in a different module which does not conflict. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 2DA Editor by VarsityPuppet TalkEd by stoffe Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thanks to Snigaroo for inspiring this by requesting a mod to allow the player to equip the party before the endgame Thanks to deathdisco and Leilukin for granting permission to include modified versions of scripts from their mods for compatibility. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author. Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission. Assets containing work by other authors also require the permission of those authors.2 points -
Version 1.0.0
42 downloads
A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 05.10.2025 Installation: It is strongly advised that you install the Bao-Dur's Departure mod beforehand. Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic. Description: This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator. That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II. This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter. I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc. Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line. The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Sith Holocron: For providing the filter on the audio lines. WildKarrde: For making the Bao-Dur's Departure mod! ElevenLabs Website: For the custom AI VO service! Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.2 points -
Version 1.0.0
5 downloads
此文件为模组“未知星球的坠毁巡洋舰”的简体中文补丁,用户需先下载模组文件,再使用本补丁进行覆盖。 原模组链接: A Crashed Republic Cruiser on a Nameless World - Mods - Deadly Stream 模组授权: 非常感谢模组上传者“LDR”授予的汉化许可。 注意: 此模组并不包含KOTOR1本体的汉化,游戏本体汉化现处于公开测试阶段,相关信息在国内各大主流游戏/视频平台均有发布,请自行寻找。 This file is the Simplified Chinese patch for mod “A Crashed Republic Cruiser on a Nameless World.” you must download the original mod first, then overwrite with the files of this patch. Original mod: A Crashed Republic Cruiser on a Nameless World - Mods - Deadly Stream Mod Permissions: Many thanks to the mod uploader, “LDR,” for granting permission to create and distribute this patch. Note: This patch does not include a chinese translation patch of the KOTOR1 base game. The base game translation patch is currently in open beta testing, and related information has been posted on major chinese gaming and video platforms. Please search for it yourself.2 points -
Version 1.0.0
57 downloads
The mod replaces the PFHC05 model and textures. To Install 1. Download: PFHC05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
Version 1.0.0
14 downloads
Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [TSL] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [TSL]2 points -
Version 1.0.0
17 downloads
Makes force shock, lightning and storm more dangerous and chaotic to the caster. If an enemy passes a will save, against these powers, the damage is halved. With this mod, half of the damage is directed back at the caster. Light/dark alignment modifies the damage taken, plus any resistance/immunity. A fully darkside aligned character will take 0 damage reflected back at them. A fully lightside character will take all reflected damage. This makes the Energy Resistance power, shields, and electrical resist/immunity gear more important. Unfortunately k1 only has one item while K2 has plenty. You can still spam force storm but you need to build for it. Install: - install Alignment Affects Force Powers [K1] first - then install this mod Credit: - offthegridmorty - for allowing me to include the alignment modifier for compatibility with Alignment Affects Force Powers [K1]2 points -
Version 2.1
396 downloads
Description Vanilla Weapons HD Upscales all weapon textures in kotor 2 using topaz gigapixel X4 The mod is split into 5 separate files: Melee Weapons HD Blasters HD Lightsabers HD Grenades HD (includes mines and detonators) Bronze Lightsaber (Download if using tsl restored content mod) Glitched lightsaber hilt fix tsl aspyr is recommended if you're using the lightsabers file. They are separated in case you already use another lightsaber mod, high quality blaster mod, or other weapon texture replacement. Installation Place the override folder into your main KOTOR 2 directory. Replace files if prompted.2 points -
Version 0.52.0
4,535 downloads
================================================================ IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE. ================================================================ Description: This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. The process followed is generally: run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work. Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing. A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing. For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue. For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance. For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting. Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file. Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread. There will be three versions of this mod to choose to download: 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files. I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. ================================================================ Compatiblity: For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps. Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions). I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one. ================================================================ Installation: Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps. The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file. ================================================================ Uninstall: Delete unwanted files from the game's Override folder. ================================================================ Thanks for modding tools: KOTOR Tool – Fred Tetra mdlops (used version 7a2) - cchargin, JdNoa NWMax – Joco Replacer - Taina tga2tpc - ndix UR KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides Hex-editor XVI32 2.55 - Christian Maas ================================================================ Permission: Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version. The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago. This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission. As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software. ================================================================ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. KotOR upscale completed list v0_52.xlsx1 point -
Version 1.0.0
1,775 downloads
Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL1 point -
Version 1.0.0
241 downloads
===================================================== [TSL] Lily's NPC Overhaul - HD Models & Added Diversity ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: NPC_Overhaul.zip Latest Version: 1.0 --- 1. DESCRIPTION: Tired of nearly every basic human NPC looking the same? This mod overhauls the human NPC (commoner) appearances in KotOR II. Heads: - Tweaks several of the models to adjust hair and fix some UV mapping. - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones. - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads. - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him... Clothing: - 11 updated clothing texture sets for the standard male and female commoner outfits. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 2 installation options. - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances. - Clothing: includes 11 updated clothing textures for both male and female NPCs. These two options are independent and can be installed in either order, or separately. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances. Compatible with TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you! https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1 https://deadlystream.com/files/file/2516-npc-clothing-m/ https://deadlystream.com/files/file/2515-npc-clothing-f/ - Vurt - Some of the clothing textures - redrob41 - Original model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.1 point -
Version 1.0.2
1,971 downloads
NOTE : This is included with the Expanded Galaxy Project already. Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too. This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine. Compatibility This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs Installation : HoloPatcher Use HoloPatcher to install the mod. Uninstallation : HoloPatcher HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself. Thor110 Please do not redistribute or release anywhere without my express permission. Tools used that helped make this possible. Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol1 point -
Version 1.1
5,754 downloads
Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.1 point -
Version 3.3
3,076 downloads
Introducing: Sleheyron Story Mode... A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever mod project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it. First the the K1CP, then the Sleheyron first main two folders, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron). Alternatively, the order K1CP -> RC-K1CP -> Sleheyron works also works. There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: Of all the people I need to thank, there are two above all others: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies, as well as helping out in getting a Sullustan model from KOTOR 2 to work on Sleheyron, and a glowing goo pile model... and really so much more, really! GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and Th3W1zard1 designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too. Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens). Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! ... Updates for 3.1! NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever? INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career! An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District. BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made! NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you. NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too! NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures and high-quality textures! I promised I'd finally get them released! And probably more that I am forgetting! And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out! Updates for 3.3: New textures and shadows for the Malron District! If you're looking to make your KOTOR game look a bit more modern, try out these optional high-quality models and textures. But just note: This will be MUCH more demanding on your game. Some PCs will not be able to process the new files and will crash. For that reason, these files are in an optional folder. A little more variety to the civilians of the Malron District. Some minor bug fixes, such as rogue placeable assets appearing in the Malron District above building entrances. But VERY IMPORTANTLY: I have had it reported twice that some NPCs in this mod are having their Appearances replaced with the wrong models! As of yet, I cannot find the cause for this error. But if you run into this problem, please contact me on Discord so I can try to understand the root causes of this issue! So far it seems to be a mod incompatibility issue, but I don't yet know which mod (or mods) are causing it. Known bug: If you use the "Optional AI Textures" files, it will accidentally break a module visited during the main story. To fix this, simply delete the files from your game's Override folder: m31aa_00a.mdl, m31aa_00a.mdx, and m31aa_00a.wok, and then reload a save prior to visiting that broken module. In a later update I will just delete these files from the optional folder. 3.3.1: Bug fixes for some audio on some background aliens, as well as the Malron District shadows, are attached. These will be implemented into a larger patch as I get more feedback on things to fix. Audio Patch.zip High Detail Modules Patch (Put all these files into Override).zip1 point -
Version 1.0.0
61 downloads
The mod replaces the PFHC04 model and textures. To Install 1. Download: PFHC04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
Version 1.0.0
57 downloads
The mod replaces the PFHB05 model and textures. To Install 1. Download: PFHB05 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
Version 1.5
90,463 downloads
WARNING: You must download all seven (7) parts of the BoS 1.0 before trying to unpack them. The unpacker should unpack them all in a row if you start unpacking the .part01.rar file!!! A note about the 1.5 bundled release: The 1.5 bundled release has some bugs fixed, but it is also in preparation for an eventual 2.0 release that will only have 1 installer. This 1.5 release still has both the 1.0 and the 1.1 downloads, so you will need to download both files. Bugs fixed by this bundled release are listed below. This pack includes several fixes for BoS:SR, done by LiliArch. Source files included. Original 1.0 Review from Filefront: Original 1.1 Review from Filefront:1 point -
Version 1.0.1
3,046 downloads
Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Version 1.1
6,604 downloads
In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD1 point -
Version 2.0
67,413 downloads
New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Look at the comparison picture to get a better idea: To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
Version 1.0.0
25,727 downloads
Re-texture of PMHA05, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHA05 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
Version 1.0.0
73 downloads
This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor1101 point -
Version 1.0.0
55 downloads
Modder's Resource - Iridorian by 90SK It is not fully assembled but it contains the parts required to set it up in appearance.2da. The head is the Ubese "Sith Assassin" model, and the body is PMBBL (the KotOR 1 Soldier clothing). The skins and the model for the body are there. The head model needs to be arranged but the texture provided for the head is on the Ubese Helmet model. KotOR Tool is required to finish the appearance into TSL, and it is not compatible with K1 at this time. --- Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material. --- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Version 1.0
3,011 downloads
Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.1 point -
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Version 0.2
634 downloads
Seriously, who takes off their clothes without first taking off their shoes? This mod modifies the player character's base model to remove their shoes. For KOTOR 2, there are four options available for textures based on two choices (boxers vs briefs, one-piece vs two-piece). The default variant is a one-piece with boxers. For your convenience, an OpenRaster file is provided if you'd like to modify the textures provided. This is currently only available for female player characters. A KOTOR 1 version is available here. Installation: Open the Override folder and copy the files within it into your game's override folder. Then, if you wish to use one of the alternative textures, open the Variants folder, choose a variant, and copy the files within it into your game's override folder, overwriting files from the default variant. Compatibility: This mod overrides the following files: pfbam.mdl – female player base model pfbam.mdx – female player base model extension pfbama01.tga – female player base texture, asian pfbamB01.tga – female player base texture, black pfbamc01.tga – female player base texture, caucasian Permissions: Feel free to redistribute and/or modify the enclosed files as long as you do so legally and give credit to the contributors listed below. Credits: LucasArts – original assets BioWare – original assets Obsidian Entertainment, Inc. – original assets voidceta – modifications Tools Used: Kotor Tool – Fred Tetra Blender KotorBlender – seedhartha, ndix UR Uv Tools – Mark McKay GIMP Krita1 point -
Version 1.1
1,472 downloads
A Mod for Star Wars Knights of The Old Republic Author: Darth Vhail Release Date: 11.11.2016 ->Description: This mod changes the appearance of the Sith Mask found in Uthar's chambers in the Sith Academy on Korriban to resemble Kylo Ren's mask from Star Wars: The Force Awakens. It also contains a new item icon. ->Important: For this to work you need to have Xander2077's "Vanilla Masks Overhaul 0.9" mod installed. Not a difficult proposition seeing as that mod is awesome. You can download it here: http://deadlystream.com/forum/files/file/867-vanilla-masks-overhaul/ ->Installation: To install you simply need to copy these files into your KotOR override folder and replace the "I_Sithmask.tga" and "ii_mask_013.tga" files from Xander2077's mod. ->Thanks: I would like to thank Xander2077 for his "Vanilla Masks Overhaul 0.9" mod. Without it my reskin would not be possible. ->Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Version v0.1.5.0
3,692 downloads
About Kotor Scripting Tool Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe. I originally designed this tool to aid me in my scripting efforts back in the day. My desire was to create a scripting tool with some of the creature comforts that today's coders have come to expect. The core features that were important for me were the ability to have NWScript function name Auto Completion and Syntax Highlighting. If anyone is interested in helping to extend its functionality be sure to check out the link to the GItHub repo below. Anyways that's enough rambling for now! Happy Modding! Features include: Compile .nss Scripts Syntax highlighting AutoComplete Suggestions (Beta) Tabbed Text Editor Advanced Find & Replace Browsable nwscript function list Browsable nwscript constants list Zip Archive Download and extract the zip file. Once extracted navigate to the directory and run Kotor Scripting Tool.exe This program was compiled in C# with version 4.0 of the .NET Framework if you do not already have it downloaded you will need to download it [here]. The source code has been released on my GitHub account https://github.com/KobaltBlu/KotOR-Scripting-Tool.1 point -
Version 1.0.0
565 downloads
Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Version 1.0.0
8,740 downloads
This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit1 point -
Version 1.0.0
23,886 downloads
Re-texture of PMHA02, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHA02 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.1 point -
59,876 downloads
====================================== Knights of the Old Republic Juhani MOD ====================================== author: miro42 email: ben@floydiantheory.com website: www.floydiantheory.com/miro42.deviantart.com name: Cathar Juhani credits (thanks): Trex for his awesome tutorial and everyone at Holowan Labs. Because there are too many to name, thanks for all the great tools out there! For an actual list of programs and tools that I used, check out the little tutorial. Of course, thanks go to Bioware and LucasArts for bringing KOTOR to life. filename: juhaniCathar_head.zip file size: 183KB (435kb unzipped) date released: 18 Feb 2009 description: For those of you who remember Star Wars pre-prequel, you might remember the old Dark Horse comics series 'Tales of the Jedi'. From this series one of my favorite characters was Sylvar, the Cathar. So when I found out that KOTOR had a Cathar I was psyched. Of course then I actually saw Juhani and I was quite dissapointed to find that she looked nothing like a Cathar should. She didn't even have any hair! This mod gives Juhani an actual cat like appearance (based more off of the 'Redemption' arc than the older ones) with a different nose, bigger ears, and a squatter, but (in my opinion) cuter face. I've also retextured her head so it looks a little bit nicer. installation: Extract contents of the zip file. Place the .mdl, .mdx, and .tga files into override (x:Program Files\LucasArts\SWKOTOR by default). Start KOTOR! How easy is that?! uninstallation (is that a word?): delete the .mdl, .mdx, and .tga files from the override. notes: This is my first ever mod and I would like to think that there are no problems with it. However, computers are computers and I'm sure someone will have a problem. If this is the case please email me and I'll look into figuring out the problem. However, since this is my first mod I don't really know what else I can do as my skills are all but nill. So, try redownloading and reinstalling and see if that works. Good luck, and have fun! permissions: If you wish to use this for anything but personal use, send me an email and I'm sure I'll give you permission to use it however you like. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
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