Leaderboard
Popular Content
Showing content with the highest reputation since 06/18/2025 in Files
-
9 points
Version 1.0.0
73 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
8 points
Version 1.0
38 downloads
This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary. -
8 points
Version 2.3
118 downloads
This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory -
6 points
Version 1.0.0
5 downloads
Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files. -
6 points
Version 1.0.1
43 downloads
Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
5 points
Version 1.0.1
62 downloads
Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. -
5 points
Version 1.0.0
22 downloads
This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source. -
5 points
Version 1.1.0
47 downloads
Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
4 points
Version 1.0.0
58 downloads
This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey. To offer her a prestige class, the following conditions must be met: Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk. Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment. Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side). Alternatively, you can let her find her own path—but this will permanently lock the training option. TSLRCM is required. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
4 points
Version 1.0.0
14 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
4 points
Version 1.0.0
52 downloads
The mod replaces the Belt icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: Belt.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
4 points
Version 1.3.1
43 downloads
===================================================== KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1 ===================================================== VERSION 1.3.1 CHANGES: -------- Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and side with Grenn instead of Samhan. ------------------------------------------------- Description: --------------- This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. (from the original readme of version 1.1 of Kotor 2 Unofficial Patch) This mod serves four main purposes: 1. Fixing quest issues: - Fixing Broken quests. - Removing available quest-related dialogue lines after quest was finished. - Making quest more focused and difficult to break. 2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES): - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban. - Unlimited creation of Handmaiden robe on Ebon Hawk. - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival. - Unlimited spawning of a landspeeder on Nar Shaddaa. - Characters, droids, turrets not resuming there animations after player initiated conversation with them. - Cycled dialogues (HK50, T3M4, Atris). 3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES): - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. - Added medical lab table to all Ebon Hawk modules. - Restricted mode on Ebon Hawk (no weapons and no head gear). - Party members are always healed on the Ebon Hawk. - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One. - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player). - Space suit will be equipped before going through the airlock on Peragus. - Every time player is learning new force power or feat from party member the text box will appear. - TSF officers will now patrol all modules not just Entertainment module 081. - Added Some Pazaak players on Citadel Station cantina. - Czerka utility droid will now weld instead of just being there. - Bao Dur is using his 'shield breaker' animation when breaking force fields. - Player will now actually shut down force cages on Peragus and Telos Academy. - Speaking on comlink cutscenes changed. - Atton and T3 playing pazaak cutscenes available. - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script. - Tobin, Nihilus cutscene is now available. - Added Hangar doors to G-wing hangar on Dxun with map note. - Added Caged beasts on Onderon. - Added Kath hounds on Dantooine. - Ratrin Vhek on Ebon Hawk. - Opo Chano on Nar Shaddaa; - B4D4, T1N1 on Nar Shaddaa; - Adana on Nar Shaddaa will appear near her mother after releasing her. - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters. - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench. 4. The last and the main reason is changing in-game cutscenes. Installation: ----------------- This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly. Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' Double click on Install.exe to start installing this mod. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click install on the bottom right. HoloPatcher creates backups of the files automatically, so no need to worry about that. If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission. Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission, and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file. Uninstallation: --------------- Double click on Install.exe to uninstall this mod. Select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Bugs: --------- During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry! Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB. My username is nonameperson66 on Deadlystream and tronotized on ModDB. Distribution: ---------------- As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to. Special Thanks: ----------------- Thank you to LucasArts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords! Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool JdNoa and Dashus for DeNCS lachjames for ncs2nss tk102 for dlgeditor and for kgff 1.3.1 NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts! Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script! -
3 points
Version 1.0.0
1 download
This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors: Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits. Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with: giveitem d_c_kit 1 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
3 points
Version 1.0.0
53 downloads
The mod replaces the Gauntlet icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: gauntlet.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
2 points
Version 1.0.0
17 downloads
The mod replaces the implant icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: implant.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
2 points
Version 2.1.0
393 downloads
While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift - Music Volume During Dialogue Fix - (Experimental) Borderless Window Mode How to use: Place 3C-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - This does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher -
2 points
8 downloads
This mod adds unique appearances for each of the guards in the Sith Academy on Korriban. Each guard uses a modified version of the Sith Trooper model with the helmet removed and has a unique head ported from TSL. This mod will not work with saved games in which you have already entered the Sith Academy, as module data is stored within saves. You will need to use a save from before you enter the Sith Academy or a start a new game for the changes to apply. I’m aware that there was previously a similar modified Sith Trooper model which is no longer available, but this one improves on that by having a slightly nicer modification to the mesh itself and has the adjusted vertices re-weighted to prevent gaps appearing between the body and neck during certain animation. Installation Run the included installer and the mod will install itself. -
2 points
-
2 points
Version 1.0.0
58 downloads
Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious -
2 points
Version 1.0.0
27,280 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ LEGAL: 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
2 points
Version 1.0.0
5,307 downloads
This mod will replace and update texture files. To Install 1. Download: Duros 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 1.1.1
319 downloads
Introducing: Sleheyron Story Mod. 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. This mod contains the following new content: 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 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. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. 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: 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! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). 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 W1z4rd 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! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. 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! -
1 point
Version 1.2
36,408 downloads
Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. 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
Version 1.0.0
23 downloads
Nihilus Intro: Restore Movie ----------------------------- Description ------------ This mod restores the .bik movie version of the Nihilus introduction scene to TSLRCM. I prefer the line deliveries of Visas and the lighting of the scene in the movie version, hence why I made this mod. HoloPatcher Installation ------------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder and then double click the 'Install.exe' file. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that. Manual Installation -------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Install'. Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. HoloPatcher Uninstallation --------------------------- Double click on 'Install.exe'. Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Manual Uninstallation ---------------------- Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Uninstall'. Copy and paste all of the files in the 'Manual Uninstall' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. Distribution ------------- As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like. Special Thanks --------------- Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Bugs ------ If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com -
1 point
Version 1.0.1
370 downloads
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment. SUMMARY This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords. In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment. The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular). The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects. Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character. DETAILS ============ Force Temper Level 15 Jedi Guardian Cost = 30 FP This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage. This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6. Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties. =============== Force Camouflage Level 15 Jedi Sentinel Cost = 0 FP This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks. This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat. The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes. You need at least 1 point manually invested in Stealth to enter Stealth Mode. Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power. ============= Force Influence Level 15 Jedi Consular Cost = 20 FP This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies. This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I. ============= 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. INSTALLATION To install, run TSLPatcher.exe and select the main install option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. Optional: Run the patch to make Stealth a class skill for Jedi Sentinels. UNINSTALLATION 1. Remove the following files from override: spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder. 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 & OTHER NOTES This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events: k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml Known Incompatible Mods Alignment Fancy Bits by ebmar Content Pack: Feats and Powers by TamerBill Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility. For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway. Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome. PERMISSIONS Do not reupload this mod or any contained files anywhere without my expressed permission. CREDITS offthegridmorty Thanks JCarter426 and other folks on Discord for scripting help KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol This mod contains assets from SW KOTOR II: TSL -
1 point
Version 0.1.0
178 downloads
This is a simple Python utility that lets you create new lightsaber textures for KotOR and TSL. Note that (especially in KotOR) creating a new lightsaber colour requires more steps than this - a future project will make this a one-click process for users, but for now I'm releasing this as a standalone tool for mod developers. Installation You should have Python 3 installed. There are no other dependencies. Just download and unzip the zip archive from this page, and you should be good to go! I'll be releasing a Windows .exe version at some point. If you're not comfortable using the Python script, either wait for that or ask me (or one of the many helpful people on DeadlyStream) to make your lightsaber textures for you. Usage Run the script editor.py using Python, with a command like "python editor.py". This will open up the editor. You can choose the glow and core colours for the saber texture, and then save it using one of the bottom two buttons. The texture will then be saved in the current directory. Bugs There might be some bugs, but it's a pretty simple script and it seems to work fine. FAQ The lightsaber looks dark in-game! For a bright lightsaber, you should select a colour with both Saturation and Brightness parameters set to 100% (in the second tab in the colour picker). Then you can use the Hue slider to choose a colour. Can I use this for my mod? Sure, feel free to use the textures for your own mods! I'd appreciate it if you credit this tool for helping create the lightsaber textures. Can I redistribute this program in its entirety (with or without attribution)? Please don't redistribute this program elsewhere on the internet. I will keep it here, so you can point people to it. How do I take this texture and put it straight in the game (not as part of a mod)? I'm working (along with others on DeadlyStream) to make an "end-user version" of this tool, as part of a larger modding project. Stay tuned! The lightsaber core looks weird! You should probably leave the "Core" colour to its default value (pure white) to get lightsabers that look like the ones from the base game. But if you want to experiment, the option to change the core colour is there! -
1 point
Version 1.0.3
1,004 downloads
End Game This mod adds free roam to Star Wars : Knights of the Old Republic Simply finish the game and instead of the credits playing you will be warped back to the Ebon Hawk and will be able to continue your adventures or finish any quests that you might not have finished before travelling to the Star Forge System. Thor110 thanks to tk102 for pointing out the original programmers syntax error in k_inc_ebonhawk.nss Known bugs The North & South beaches on the Unknown World have some issues and entering the Temple shows a warning about the force field which is no longer there. ( though this could just be due to the way I tested the mod ) Compatibility I have no idea what mods this will be compatible with, but it definitely won't work with any mods that alter the same files as this. ( Check Uninstalling to see what files this mod alters ) Source files are included so compatibility patches can be made. Installing Install using TSLPatcher.exe and for installation during a playthrough, you will have to go back to a point in the game where you have not set foot on the Ebon Hawk. ( so Taris ) simply because I had to alter a script in the Ebon Hawk module. Uninstalling To uninstall use HoloPatcher. Edited Scripts For reference these are the editd scripts that get placed in the Override folder. k_act_makeitem.ncs k_con_makeitem.ncs k_inc_ebonhawk.nss k_pebn_galaxy.ncs k_sup_galaxmap.ncs k_sup_galaxymap.ncs k_stunt_end.ncs k_creditsplay.ncs The following files from the modules folder have some scripts edited. unk_m41aaa - Edited Scripts k_pebn_exithawk.ncs ebo_m12aa - Edited Scripts k_def_gizka02.ncs k_punk_41aa_en.ncs k_punk_fincs_en.ncs k_punk_goebon.ncs k_punk_newfight.ncs -
1 point
Version 1.0.0
137 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the 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. -
1 point
Version 1.0.0
83 downloads
Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team. -
1 point
Version 5.2
65,163 downloads
In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy! -
1 point
Version 1.0.1
10,215 downloads
=Trask Ulgo Without Tutorials= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Trask Ulgo Without Tutorials.7z LATEST VERSION: 1.0.1 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod removes the tutorial elements from the game. For the Endar Spire, the removed in-game tutorial elements include: Trask Ulgo and Carth Onasi's tutorial dialogues on the Endar Spire The Security skill requirement to open the second door on the Endar Spire The requirement to equip a melee weapon to enter the bridge The levelling up requirement to exit the bridge The tutorials in the computer and droid repair screens In addition, this also removes the workbench tutorials on Taris, and the galaxy map tutorial on the Ebon Hawk. This mod is inspired by darthbdaman's Tutorial Remover mod. However, the key difference is my mod keeps Trask as your party member in the first area of the Endar Spire. My mod is made for players who do not wish to go through the tutorials again when replaying KotOR, but still wants Trask a party member to help them to fight through the first area of the Endar Spire. In order for this mod to take effect, you need to start a completely new game. For the best experience with this mod, it is also recommended to turn off the tutorial pop-ups in the setting menu. 2. INSTALLATION: Extract the Trask Ulgo Without Tutorials.7z file you downloaded to anywhere you like, as long as it is not within the KotOR directory. Run Install.exe, point the installer to your KotOR directory, where swkotor.exe is located, and let the installer do its job. If you have installed other mods, when you install my mod, you may receive warnings about the installer skipping at least one .mod file because it already exists in your Modules folder. Do not need to worry about those warnings, as it is just the way I set up the installer to ensure my mod will be installed properly if you are not using any other mods. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you want to uninstall this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to the "backup" folder created by the installer of this mod, cut and paste the MOD files into the Modules folder in your KotOR directory. The MOD files include: ebo_m12aa.mod end_m01aa.mod end_m01ab.mod tar_m02af.mod tar_m10ac.mod Go to the Override folder in your KotOR directory, and delete k_pend_door01.ncs. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is compatible with KOTOR 1 Community Patch (K1CP). I recommend installing my mod after K1CP. If you want to use KotOR 1 Restoration (K1R), you need to install this mod after K1R. This mod is compatible with Marius Fett's Carth's Republic Uniform and Flight Suit. This mod is compatible with Revanator's Custom Class Items. This mod is not compatible with darthbdaman's Tutorial Remover and Jedi From the Start. Any other mod that modifies Trask's dialogue will likely conflict with this mod. 6. PERMISSION: You may use assets from this mod as part of your mod, but you must credit me as the creator of these assets. 7. CREDITS: Fred Tetra for the KotOR Tool Cortisol for Holocron Toolset tk102 for DLG Editor JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.1.1
4,320 downloads
This mod edits the various landing pad areas so that you can see through the Ebon Hawk's cockpit windows to the interior, which should be a bit more interesting than the blacked-out windows from the vanilla game. This mod incorporates model fixes to the Dantooine landing pad and Leviathan hangar developed by the KOTOR 1 Community Patch (K1CP) team, which are included here with permission. I have also made the following minor area model improvements: - Adjusted the Manaan hangar's ceiling layout to hide a rogue seamblocker mesh. - Edited the Korriban landing bay's lightmapping to add some bounce lighting around the floor lights. - Created new environment map reflections for the Ebon Hawk in Davik's hangar and the Leviathan's hangar to better match the hangar space. Because mods that edit the same area models are incompatible by nature, I have provided optional compatibility patches for use with other notable mods. Please see the "Compatibility" section below for further information. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using one or more of the mods listed in the "Compatibility" section below, install them first. Copy all files from "Main Installation" to your game's Override folder. Then, copy files from any required compatibility patches into Override as well, overwriting when asked. ------------------------------------------------------------------- COMPATIBILITY Except as noted below, this mod is incompatible with any other mods that edit the same files. The standard installation is compatible with the KOTOR 1 Community Patch (K1CP) and includes most of its edits to the Leviathan hangar except for the added forcefield, which can be added with the separate compatibility patch below. I have included additional compatibility patches for the following mods: - K1CP (Added Leviathan Forcefield) (https://deadlystream.com/files/file/1258-kotor-1-community-patch/) - High Quality Skyboxes II for K1 by Kexikus (https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/) - Yavin Station Hangar by me (https://deadlystream.com/files/file/2068-yavin-station-hangar/) As noted above, the K1CP compatibility patch is only required for the added forcefield over the hangar opening and is entirely optional if you prefer the vanilla-style invisible forcefield. This mod is compatible with most reskins and texture mods. If you are using a mod that reskins the exterior of the Ebon Hawk, delete this mod's version of LSI_EHawk01.tpc from Override. If the reskin includes "LSI_EHawk01.txi", open it and change the entry after "envmaptexture" to "WK_CM_LevHang". ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit and KOTORmax by bead-v tpcview and tga2tpc by ndix UR Kotor Tool by Fred Tetra Special thanks to: - DarthParametric and JCarter426 of the K1CP team for granting permission to include their fixes to the Leviathan hangar and Dantooine landing pad. - Kexikus for granting permission to include an environment map for Davik's hangar based on his High Quality Skyboxes II mod ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Updated Dantooine to include fixes from K1CP 1.1.1 - Updated Yavin Station Hangar compatibility patch to incorporate edits from version 1.5 ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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. The cockpit interior elements may be treated as a modders resource and used in other mods as long as appropriate credit is given to this mod's author. The new environment maps may also be used in other mods with appropriate credit. Use of any assets which are based on or incorporate material from other authors also requires permission from those authors. Other uses not described here of assets from this mod require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission. -
1 point
Version 1.0.1
2,328 downloads
This mod makes some minor changes to the music used at various points in the game. On Tatooine, the "Czerka theme" (previously used only for their office in Anchorhead) has been applied to all modules in Anchorhead save the cantina. For Korriban, the unused combat music has been restored in all modules barring the tombs. The music within the four tombs in the Valley of the Dark Lords has been left alone. Finally, the Manaan Sith base has had its music swapped from the Valley of the Dark Lords music on Korriban to the same music used in the Taris Sith base. To install, run INSTALL.exe* and let the patcher do the work. Easy peasy, right? *It's actually called TSLPatcher.exe this time. Whoops. -
1 point
Version 1.0.2
169 downloads
This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110 -
1 point
Version 1.1.0
90 downloads
Description: I've always found that some of the vanilla energy shield icons look like a piece of laminated thick paper instead of an armband of some sort. This reskin uses the other armband icons and changes them to have the vanilla icon's color scheme, but a look that feels more like a piece of technology. This mod also upscales the icons from 64 x 64 to 128 x 128 (512 x 512 in v1.1), with addition upscaling the other, unedited (besides upscaled) icons. They may look a bit fuzzy in the pictures provided, but I assure that they will look fine in game. ADDITIONALLY - This file is usable for K1 as well, after taking a look at the icons between each games. Installation: Put the files from the override folder in the mod download into the override folder in your swkotor 2 directory. -> IF* you have files with the same name and are in .tga format, you will be prompted to overwrite. If you have files with the same name and are in .tpc or .dds format, you will need to delete those. Uninstallation: Delete the files this reskin adds. Tools Used: Kotor Tool GIMP File Use: You may use these in your own mod if you want, but give me credit somewhere in the mod description please. Additionally, I don't want these to be uploaded to the steam workshop or a re-upload of the mod. (If I want it somewhere specific, I will put it there.) Compatibility: Incompatible with anything else that edits anything with the same name as this mods files. Legal: 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 1.2
2,341 downloads
MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 OCT 2018 MOST CURRENT RELEASE: 22 NOV 2024 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: The video on the download page covers what I’ve done with the Medical Monitors you encounter at the start of your game. The “PER_Cpanel.tga” texture has been remade from ground up. First off, it uses a new upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then, I added new blinking LEDs. Also included: new tachometers to replace the old meters. And there are new monitors . . . and those have 8 frames of animation. The “PER_Cpan” and “PER_Cpin” textures are also new. PER_Cpan uses a upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then I added new LEDs. The “PER_Cpin” texture is now sized at 256 x 256 (upscaled to twice its original size) with 4 frames of animation and new lighted buttons. The final new texture is PER_Tek2 has 16 frames on animation. I used Thor110’s upscale of the texture added a frame around it and created the missing TXI file. Installation: Put all TGA and TXI files into your KotOR2 Override folder. Uninstallation: Take them out again. Known Bugs: None known at this time. (None were ever reported for the first release.) Special Thanks: To ConansHair: For providing the upscaled “PER_Cpanel.tga” in the previous version of this mod and for helpful feedback. Though I used my own upscale for this updated version, I wanted to keep this shout out intact. To Malkior: For suggestions on texture inclusions (including the fader levels on the lower left -most monitor. To Fair Strides: For helpful feedback. To Thor110 for making his upscale package a modder’s resource – indispensable for the PER_Tek2 texture. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Additional Information: If you're curious what the monitors on the Computer Panel looked like before I shrank them down, look below. Keep in mind that GIF speeds are not indicative of speeds of animations in the game. And in the video below, you can see what the Medical Monitors look like in the game. -
1 point
Version 1.0.0
22,438 downloads
Re-texture of Astromech droid, for Star wars: Knights of the Old Republic. Texture Resolution 2048X2048. 1. Download: DrdAstro HD International Global mod 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) -
1 point
Version 1.1
55,124 downloads
*********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file and the vis file into the Override folder in the KotOR directory. To uninstall, remove the 2da file and the vis file from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You! -
1 point
Version 1.0.0
17,162 downloads
This mod will replace and update Zaalbar texture files. To Install 1. Download: Zaalbar 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
17,840 downloads
Swoop Monitor Replacement Pack ============================================================================== AUTHOR: Sith Holocron ORIGINAL RELEASE: 17 APR 2018 GAMES: Star Wars Knights of the Old Republic 2 [This mod will not work in Star Wars Knights of the Old Republic 1. If you're looking for swoop monitors for KotOR1, try Ebmar's Animated Swoop Screen mod instead.] Description: Were you ever dissatisfied with the low-resolution monitors that show the swoop footage in TSL? What if there was a mod that took care of that for you? Psssst…it’s this mod! Installation: ------------- Drop the TGA and TXI files and loadscreen.2da into your Override folder. Uninstall: ---------- Remove what you put in above. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: ------------------- Thanks to YOU for giving this monstrosity a whirl! Won’t you leave some feedback on the download page? (I’d like to see if I’ve done something right , you see…) Here's a review of the mod so you can see it in action. Thanks Xuul! -
1 point
Version 1.0.0
4,051 downloads
This mod will replace and update PLC_Desk1 texture files. To Install 1. Download: PLC_Desk 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
72,779 downloads
AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. 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 1.0.0
1,560 downloads
This mod is a small fix for a couple of wall panels in the entranceway of the Taris Upper City cantina. For some reason the mesh for this particular pair of panels was split off into a different model from the rest of the room. More importantly, it was assigned a lightmap that doesn't exist, thus it appears black in-game. To solve this, a duplicate of the adjoining panels was added to the entranceway room model in the appropriate position and the original mesh removed. To install, simply drop the MDL/MDX files into your Override. Compatibility: Won't be compatible with any other mods that edit those two room models, but the likelihood of that is low. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ebmar for bringing the issue to my attention -
1 point
Version 1.0
54,787 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: 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 1.1.0
648 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 18.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe and you'll be given 4 installation options. Each option will install 1 head (a single option may come with 2 heads depending on which one you pick) so pick which head you'd like, if you want all the heads you'll have to install the mod 4 times. Click the option you'd like to be directed to that options installation menu, click install and sit back and watch the TSLPatcher do its magic. Repeat the process for any other heads you'd like to install! Description: Kotor 2 has a few popular heads which were cut from the final game, they include: Saedhe's unique head, Hussef's unique head and the "Jedi Master 4" head which was used for Kaevee. Whilst these heads were restored in TSLRCM, no such restoration of unused heads exists for K1... until now! This mod will present up to 5 restored faces which you will see across the Kotor galaxy, they include: 1) "Sith Apprentice 1 Head": In-game, the armored Sith Apprentice's use the 2nd Sith Apprentice Head variant whilst the 1st head variant is neglected. As only a texture exists for this head, I had to modify this head's texture to hide the mapping for the scar which is present for the 2nd Sith Apprentice Head but not this one. This new Sith Apprentice head is used by the Taris Sith Govenor, the Dark Jedi in the Manaan Hangar, the Dark Jedi Master trio in the Leviathan Command Deck and the Lehon Sith Master. 2) "Dirty Commoner Head Variant Male": This head is a variant of the classic Batu-Rem generic head with a dirty, scratched up reskin. This head will be used by the Infected Outcasts who you can cure in the Undercity. 3) "Dirty Commoner Head Variant Female": This head is a variant of the generic head used by Sarna with a dirty, scratched up reskin to match the male variant. This skin is special as it was never included in either the PC or the XBOX versions of Kotor, so how did I get my hands on this texture? When Aspyr released Kotor for the Nintendo Switch, they accidentally replaced the generic blonde white female head with this dirty head variant instead, resulting in characters like Ice using this head texture instead of their usual blonde head. To restore this head for it's intended purpose (as a dirty head variant), I had the texture ripped from the Switch and ported to PC. From my observation, the Nintendo Switch version of Kotor uses an upscaled version of the XBOX textures upgrading their textures from 256x256 (the standard XBOX quality) to 1024x1024 resolution (This is why the graphics on the Nintendo Switch look so strange). The skin included in this mod has been downsized to 256x256 to match the texture quality of the male head variant which WAS included in the PC game files. This head will be used by the Infected Outcasts who you can cure in the Undercity. 4) "Asian Commoner Head Variant Male": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHMA01 player head. As of right now, this head will be used by Tanis Venn! Why Tanis? Well, his unique appearance isn't really that 'unique'. His vanilla appearance uses the generic Tatooine Asian male head with a smuggler's jacket, by giving Tanis this previously unused head it makes Tanis' appearance a proper 'unique' appearance. 5) "Asian Commoner Head Variant Female": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHFA02 player head. As of right now, this head will be used by the Czerka Protocol Officer! Why the Czerka Protocol Officer? Well, her unique appearance isn't really that 'unique'. Her vanilla appearance uses the generic Tatooine Asian female head with the Czerka clothing texture locked in by default, by giving the Czerka Protocol Officer this previously unused head it makes her appearance a proper 'unique' appearance. Please refer to the screenshots on this mod's Deadlystream download page for a visual reference. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. The Sith Apprentice head might have a minor graphical error on it's right cheek, with the original texture this minor graphical error appears much worse and my modifications to the texture was done to make this error less noticable. You can't really notice any graphical error unless you really keep your eyes peeled for it so you probably won't even notice it. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod which adds "N_SithAppren01_H.tga" or "N_SithAppren01_H.tpc". If you installed a mod which has "N_SithAppren01_H.tga", even if it's an AI Upscale, it will most likely restore the previously fixed graphical error on the Sith Apprentice's cheek. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SpaceAlex: For modifying the "N_SithAppren01_H" texture in his K1 Enhancement Pack mod, this mod was a basis for my own fixed texture! Jacqylfrost: For porting the infamous female dirty commoner head texture from the Nintendo Switch, without his work this component wouldn't have been possible! Bioware: For such an amazing game! Aspyr: For including the female dirty commoner head texture on the Nintendo Switch! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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. -
1 point
Version 1.0
40,073 downloads
Based on the discussion in this thread, this mod scales Trandoshans up in size to approximately the same height as Wookiees rather than the Human-size the vanilla versions are. Not compatible with other mods that change the N_Trandoshan model or appearance.2da entries (textures are ok). -
1 point
Version 2.2
121,756 downloads
ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: Brotherhood of Shadows: Solomon's Revenge Yavin IV Ord Mandell including InSidious' reskin Green Grass for Dantooine If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: If you have a previous version of this mod installed, remove it before installing the new version or you might run into some issues. For installation instructions check the read-me files of the individual downloads. Usually it's just copying files to your Override folder. For the mod to take full effect you need a savegame where you have not yet left Dantooine. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max as well as some After Effects. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Yavin tree model Bioware: Taris buildings, Kashyyyk buildings, Kashyyyk tree textures, Manaan building textures, Hammerhead cruiser model, Yavin ruins dandelO: grass shader Dantooine and Yavin, snow shader Dantooine Jeronimoe: BOS:SR Taris ship models Jorak Uln: Taris window texture killst4r: Unknown World palm tree Martin Frank: Yavin bush model Misha Winkler: Grass model Dantooine and Yavin Quanon: Additional Taris buildings, Unknown World crashed ship rhcreations: Yavin temple Riccardo Faidutti (SCIFI 3D): Additional Taris buildings Solarsystem Scope: Moon textures Dantooine, Unknown World and Ord Mandell, Yavin texture Tom Patterson: Yavin cloud texture Veronica Bush: Yavin bush model Yughues: Kashyyyk branch texture Unknown: Unknown World fern model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 1.0.0
194 downloads
Non Silhouette TSL Style Portraits by Sdub Version: 1.0 Description: This was a personal mod I made to use with the Stylized portraits. I was inspired by TSL which does not have the silhouette portraits that are used before you recruit a party member. It instead uses a blank design and a border. I am no artist so I made this very quickly. Feel free to consider it a modder resource to expand and make better. Installation: Extract files to override Uninstallation: Delete files placed in override Compatibility: This mod is compatible with any mod as long as it doesn't already replace these files. K1R Compatible: Yes Tools Used: paint.net Big thanks to the KOTOR Modding Discord & Deadlystream Discord -
1 point
-
1 point
22,494 downloads
Original Review on Filefront: The ear is impressively good at distinguishing the most minute of differences between sounds, however without a context or direct comparison it can do an amazingly poor job at just that. This is why judging a sound mod just from listening to the sounds won't give you a clear picture of how good (or bad) the mod really is. From listening to the sound files from this mod out of game, they didn't sound all that impressive. However from experience I know these findings are generally inaccurate. Testing this mod in-game proved just that. Just from the saber ignite sounds I knew this was going to be a very popular sound mod. Try it out and you'll see what I mean. Shem has taken some of the sound effects from the recent (as well as older) films and put them into KotOR and KotOR2. This not only adds a wider variety of sound variation, since the styles between the two trilogies are actually quite distinct, but it also simply improves the sounds, making them all the more impressive. Of course not only the saber ignition sounds have been changed. All the saber sounds, basically, have been enhanced, as well as several of the blaster sounds, using familiar sounds such as those from Han Solo's DL-44 pistol. Several Force sounds have also been changed, and luckily changing the Force saber throw sound to something that actually sounds like a saber has been a key change! This is definitely a mod to look into if you're either disappointed with KotOR or KotOR2's original sounds, or if you just enjoy hearing new sound variations added to the game. I'd certainly recommend it. Note: If I didn't make it clear in the review, this mod is compatible with both KotOR1 and KotOR2, so you can use it with either. Simply make sure to read the read-me before installing. ~Inyri