Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 08/22/2026 in Files

  1. Version 1.0.0

    41 downloads

    ===================================================== [TSL] Lily's NPC Overhaul - HD Models & Added Diversity ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: NPC_Overhaul.zip Latest Version: 1.0 --- 1. DESCRIPTION: Tired of nearly every basic human NPC looking the same? This mod overhauls the human NPC (commoner) appearances in KotOR II. Heads: - Tweaks several of the models to adjust hair and fix some UV mapping. - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones. - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads. - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him... Clothing: - 11 updated clothing texture sets for the standard male and female commoner outfits. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 2 installation options. - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances. - Clothing: includes 11 updated clothing textures for both male and female NPCs. These two options are independent and can be installed in either order, or separately. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances. Compatible with TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you! https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1 https://deadlystream.com/files/file/2516-npc-clothing-m/ https://deadlystream.com/files/file/2515-npc-clothing-f/ - Vurt - Some of the clothing textures - redrob41 - Original model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    5 points
  2. Version 1.0.0

    47 downloads

    The mod replaces the PFHC04 model and textures. To Install 1. Download: PFHC04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    4 points
  3. Version 1.0

    26 downloads

    As you know, there's a story segment on Dxun where your party splits up. While you're off to Onderon, the other group goes to explore the jungle. After everything's done, there's a little reunion scene with the party leader of your choosing, just a few lines between the Exile and their companion before Kreia interrupts. Turns out, despite being one of the possible party leaders, Bao-Dur was the only one who didn't have any lines at all. The game simply skipped straight to Kreia rather abruptly. This little fix adds that missing reunion scene with Bao-Dur, provided he's been chosen to lead the party on Dxun, putting him on par with all other companions. Requirements: TSLRCM — for being able to send Bao-Dur at all. Notes: The mod can be installed and uninstalled at any time; the changes are minimal and safe. Since these lines weren't even cut originally (they were just missed), I've reused some of Bao-Dur's existing voice lines that I deemed fit the occasion perfectly. Installation: Copy following file from archive's "Override" folder to yours: reunion.dlg. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    4 points
  4. Version 1.0.0

    27 downloads

    A small mod that improves the textures for Saul Karath. His model is so low-low-poly that I felt like I was retexturing characters for Pirates of the Caribbean once again.😆 Unpack and copy all files to the Knights of the Old Republic's Override folder.
    3 points
  5. Version 1.1.0

    69 downloads

    ===================================================== [TSL] HD Female Twi'leks + NPC Diversity + Playable Female Twi'leks ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: HD_Female_Twilek_Diversity_and_PCs.rar Latest Version: 1.1 --- 1. DESCRIPTION: This mod overhauls the female Twi'lek NPCs in KotOR 2 and adds 26 new playable female Twi'lek heads. NPC Overhaul: - Upscaled and updated dancer outfits. - Body skin tones all match head skin tones. - Added specular highlights to body textures. - Added specular highlights with a bump map to the heads, giving female lekku the same light-reactive shine male Twi'leks have. Eyes and lips also get a subtle shine. - NPCs now use different lekku positioning per head, so they no longer all look like pure reskins. - The mercenary droidmaster on Telos Surface and Borna Lys on Nar Shaddaa now each have a unique head texture pulled from the new playable set, plus a backup head, so their default appearance doesn't clone the player. - Includes a patch for Leilukin's "Dahnis Unique Look" mod, giving their textures an HD look. Playable Heads: - 26 playable female Twi'lek models, including every female Twi'lek NPC. - A number of completely new heads. - Dark side transitions. - Every playable head comes with a Handmaiden-style underwear model, a dancer outfit model, and an assassin-style clothing model, all with matching skin tones. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 4 installation options. - Default Installation: Includes playable Twi'lek models and replacements for NPC Twi'leks. You probably want this one. - Playable Twi'leks ONLY: Includes only models for the player character, NPC Twi'leks will remain unchanged - NPC replacement ONLY: Replaces models for NPC Twi'leks, does not add any playable characters - Dahnis Patch: Updates the look for Dahnis based on Leilukin's Dahnis Unique Look mod. Install that mod first! If you use the default installation, you DO NOT need to install NPC replacement ONLY or Playable Twi'leks ONLY. The Dahnis patch NEEDS to be installed separately - it is NOT included in any other option. You should be safe to reinstall this mod on top of itself without any problems. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you decide to install only PCs and then later decide to add the NPCs, you should use the default installation option the second time. Installing PCs ONLY and then NPCs ONLY will prevent the backup head from working properly. If you do this, just run the default installation and it should work. If you have already visited Nar Shaddaa, Borna will not have her updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: All files should have unique names. Installing this This mod only touches female Twi'lek head/body models, textures, and appearance-related files - no dialogue, scripting, or module changes. Should be compatible with all other mods, including TSLRCM. If you have any other mods that have changed the female Twi'lek appearances, this mod will obviously stop the old appearances from showing. All files should have unique names, so this should not overwrite other mods, and it would just take Appearance.2da changes (or an uninstallation) to revert. If you use Leilukin's "Dahnis Unique Look" mod, install that mod first, then run this mod's Dahnis Patch. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - HD Twilek base textures - Leilukin & SpaceAlex - Dahnis Unique Look - Effixian - Red Twi'lek head - DarthParametric - Twi'lek high boots model - redrob41 - Original Twi'lek head/body model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - ??? - A couple playable heads are originally from a decade-old modpack with no credits. If you are or know the author, let me know and I can credit the author/remove them. THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    3 points
  6. Version 1.0.0

    7 downloads

    Citadel Station assassin no longer frees your companions, for a 3v1 fight. Also includes a fix from TSLRCM and a fix for TSF agents disappearing before the screen fades to black. Copy 'a_grenn_cut.ncs' to your games 'override' directory.
    3 points
  7. Version 1.0.0

    129 downloads

    ===================================================== [TSL] Armor Class 4, 5 & 6 Remodel ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily Latest Version: 1.0 --- 1. DESCRIPTION: This mod replaces the armor body models for classes 4, 5, and 6 in KotOR 2, giving them a more armored look. The original KotOR 1 models were made by Attackperson35. This mod adds the models to KotOR 2, including Bao-Dur variants. Textures are sourced from Dark Hope's and Vurt's armor texture mods with small tweaks. The included textures are from those two mods combined - if you prefer a different look, you can install the models only and drop in textures from whatever. Class 4 (Light Armor): The shoulder pads from the original models have been kept. Shin guards, knee pads, and armguards have been removed - this is light armor, and the extra plating looked out of place on it. Affects: Light Combat Suit, Combat Suit, Mandalorian Combat Suit, Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor, Mandalorian Heavy Suit, Electromesh Suit, and any other armor sharing the class 4 body. Class 5 (Medium Armor): Includes shoulder pads, wrist guards, and shin guards. Affects: Heavy Combat Suit, Bonadan Alloy Heavy Suit, Zabrak Battle Armor, Ubese Environmental Suit, Echani Shield Suit, Reinforced Fiber Armor, Zabrak Field Armor, Ulic Qel Droma's Mesh Suit, Armored Flight Suit, and any other armor sharing the class 5 body. Class 6 (Medium Armor): Includes shoulder pads, wrist guards, and shin guards. Affects: Khoonda Militia Armor, Military Suit, Echani Battle Armor, Cinnagar War Suit, Sith Battle Suit, Verpine Fiber Mesh, Exar Kun's Light Battle Suit, Heavy Cinnagar War Suit, Verpine Fiber Ultramesh, and any other armor sharing the class 6 body. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. Each armor class has two installation options: - Models: Installs new armor body models. - Textures: Installs the included texture selection. You can install models only, textures only, or both. Installing models without textures will use whatever textures you already have installed. Double check that you do not have both an old .tga/.txi file pair AND a new .tpc file for the armor textures If you do, one is going to take priority over the other. You can use Remove Duplicate TGA-TPC to accomplish this quickly. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod replaces armor body models and their associated textures only. No 2da files, scripts, or dialogue are changed. Should be compatible with all other mods, including TSLRCM. Models replaced: - Class 4: PFBCL, PFBCM, PFBCS, PMBCL, PMBCM, PMBCS, BAODUR_BC - Class 5: PFBDL, PFBDM, PFBDS, PMBDL, PMBDM, PMBDS, BAODUR_BD - Class 6: PFBEL, PFBEM, PFBES, PMBEL, PMBEM, PMBES, BAODUR_BE Any mod that replaces these same files will conflict. Do not use the Steam Workshop for KotOR. It will almost certainly cause compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Do not directly reupload this mod anywhere else. Ask before using any assets. --- 8. THANKS: - Attackperson35 - Original KOTOR 1 armor models (classes 4, 5, and 6) - Dark Hope - HD armor textures: Class 4 textures Class 5 textures Class 6 textures - Vurt - Vurt's Visual Resurgence armor textures - redrob41 - Original Bao-Dur body model fixes - bead-v - MDLEdit - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    3 points
  8. Version 1.0.0

    32 downloads

    ===================================================== [TSL] HD Rodians ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: HD_Rodians_TSL.zip Latest Version: 1.0 --- 1. DESCRIPTION: This mod ports Stormie97's High Quality Aliens: Rodians from KotOR 1 to KotOR 2, with Dark Hope's HD retextures included and tweaked. - Replaces the original low-poly Rodian model with Stormie97's custom high-poly version. - Five HD texture variants for Rodian NPCs. - Adds an environment map for specular sheen. - All four Rodian appearance entries updated in appearance.2da. - Sitting Rodian placeable updated in placeables.2da. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod only touches the Rodian model, Rodian textures, and the relevant rows in appearance.2da and placeables.2da - no dialogue, scripting, or other module changes. Should be compatible with all other mods, including TSLRCM. If you have any other mods that change Rodian appearances, this mod will obviously stop the old appearances from showing. All files should have unique names, so this should not overwrite other mods, and it would just take Appearance.2da changes (or an uninstallation) to revert. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Do not directly reupload this mod anywhere else. Ask before using any assets. --- 8. THANKS: - Stormie97 - High Quality Aliens: Rodians - Dark Hope - Rodian HD Retexture - bead-v - MDLEdit - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    3 points
  9. Version 1.0.0

    9 downloads

    The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes. Thanks to DarthParametric for consultation. To Install 1. Download: PMHC04 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
  10. Version 1.0.0

    14 downloads

    The mod replaces the ChildF model and textures. To Install 1. Download: ChildF 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
  11. Version 1.1.0

    104 downloads

    Turn off grass. For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky. This patch fixes that, and quite a lot else. KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right. This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them. If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill. What you get back Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Bump lighting on creatures, which the game only ever drew on an NVIDIA card. The wet highlight in a Hutt's eyes is the easiest place to notice it. Requirements KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs. It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager. Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility Settings, if you ever need them You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change. The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other. Replacement shaders You can drop your own shader files into override/shaders/, you can create it if it isn't there. The patch will use shaders in there instead of the ones it generates, with no rebuilding and no tools. They are plain text in ARB fragment program assembly, which is what the patch compiles its own into. It sits under override so a replacement can ship as an ordinary TSLPatcher mod rather than needing its own packaging, and in a subdirectory because these are not game resources. The game ignores them completely: it only looks in override for the file extensions it knows, and has no idea what an .arb file is. Reading them is this patch's job. For more information on naming, shader inputs, and all of the mode types, take a look at this section of the README: https://codeberg.org/Synchro/kotor-modern-driver-compatibility#replacement-shaders Tested on AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases. If something looks wrong `logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful. Thanks @Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for. LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
    2 points
  12. Version 1.0.1

    113 downloads

    Expands the mechanics of training your Jedi companions in TSLRCM. SUMMARY TSLRCM adds the ability to teach your Jedi party members a select few powers, feats, and forms. It’s a cool concept that adds to the feeling of training your companions, but it was never very fleshed out. As is, there’s a very limited pool of abilities to teach, no real player choice in what to teach, and no depiction of the training aside from a fade to black. This isn’t a fault of the TSLRCM team, there just wasn’t much to restore. The mod aims to expand the whole training mechanic to make it more interesting and immersive. Summary of the main changes of this mod: - You can now choose which abilities to teach your companions. - The pool of teachable powers, feats and forms has been significantly expanded. - Every teachable ability now includes a brief cutscene depicting the training. - Party members can learn 1 power or feat and 1 form at a time and must level up before learning more. - Different prestige classes can teach different abilities. JM/SL can teach a wider selection of powers, JWM/SM can teach more combat feats, and JW/SA can teach a mix of both. - Handmaiden and Disciple can now be trained like other Jedi companions. DETAILS INSTALLATION TSLRCM required. Ensure TSLRCM is installed first before installing this mod. To install, run HoloPatcher.exe. Select the main install option and run. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. If you have PartySwap installed, run the included compatibility patch. Ensure both PartySwap and the main mod have been installed first before installing this patch. UNINSTALLATION Remove the following files from override: If any files were created inside the backup folder, move them to override. COMPATIBILITY Incompatible with any mods that hard overwrite the dlg files for Atton, Bao-Dur, Disciple, Handmaiden, Mira, or Visas. Compatible with PartySwap by Darth Tyren & Leilukin using the included compatibility patch. Compatible with Visas Marr and Female Exile Romance by Leilukin. The following mods appear compatible but have not been extensively tested: Handmaiden and Female Exile - Disciple and Male Exile Romance by Leilukin Atton Rand and Male Exile Romance by Leilukin Not compatible with Mira Romance Mod by JediArchivist. Soft conflict with Train the Handmaiden by jc2 as this mod also allows training Handmaiden. BUGS Minor bug where Handmaiden doesn’t restart her idle animation after learning Burst of Speed, for some reason. Talking to her fixes it. No other bugs that I’m aware of. Please report any. PERMISSIONS You are free to use and edit this mod’s dlg files if needed to make a compatibility patch for another mod. However, please ask permission before reuploading or modifying the files for any other reason. Do not reupload any files from the PartySwap patch without permission from the author. CREDITS offthegridmorty zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet & contributors - TSLRCM dlg files DarthTyren, Leilukin - PartySwap dlg files HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 AniCam - JdNoa Reone Toolkit Lip Composer - seedhartha Holocron Toolset - Cortisol, th3w1zard1
    2 points
  13. Version 1.0.0

    5 downloads

    ----------- KOTOR HyperPixel ReShade by ShaolinGhost and 90SK ----------- This reshade preset has been tuned to drastically enhance KOTOR's native visual quality. Please understand It is highly stressful on your system. It is not perfect. Dialog, will be hindered by the black borders showing old reflectivity from the BaBa: SSR filter's Intensity setting. KOTOR must be installed, then Install ReShade (With full add-on support), then install this directory into your swkotor directory (where Override is, not inside Override itself). ----------- The preset is called KOTOR HyperPixel ReShade. You can edit the settings, they have been calibrated to show significantly enhanced reflections and reflective detail. It contains a collective work, not expressly created here. All credit is to the ReShade community, the KotOR and TSL Community. The Intensity setting under BaBa: SSR filter will reduce the reflections -----------
    2 points
  14. Version 1.0.0

    11 downloads

    [TSL] Ebon Hawk skybox for M4-78 EP AUTHOR: Sith Holocron ORIGINAL RELEASE: 21 AUG 2026 GAMES: Star Wars Knights of the Old Republic II (using M4-78 Enhancement Project) Description: I like Kexikus’ skyboxes for the various worlds in K1 and TSL. I like tjsase’s Ebon Hawk skyboxes for TSL. However, it seems I've always had to make a choice between keeping one or the other when considering either tjsase's Ebon Hawk skybox (which utilizes the standard skybox included in the EP) or Kexikus' world skybox which is its own thing. That is until I made a Frankenstein's monster of the EH skybox and the EP world skybox together, which I think merges them suitably. (See attached picture.) I reached out in early 2025 to both modders to see if I could make this combined skybox available to the public. The first modder responded almost immediately. The second modder – who doesn’t visit the site often – finally granted permission today. Installation: Copy the TGA file to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the TGA file you’ve added in Installation instructions. Thanks (in alphabetical order): Kexikus: For their kind permission to publicly release their work in this skybox to the public. tjsase: For their kind permission to publicly release their work in this skybox to the public. You can find Kexikus’ mods on Deadly Stream here: https://deadlystream.com/profile/12766-kexikus/content/?type=downloads_file You can find tjsase’s mods on Deadly Stream here: https://deadlystream.com/profile/12310-tjsase/content/?type=downloads_file
    2 points
  15. Version 1.0.0

    29 downloads

    Just another interface for computer terminals. Animated (4 frames) texture, for 16x9 monitors. How to install: Unpack and copy all files to the Knights of the Old Republic's Override folder.
    2 points
  16. Version 1.0.4

    617 downloads

    Switch KotOR Modding romFS Dummy Folder with 1.0.3 dialog.tlk This is a set of files and folders designed to make modding the Switch version of KotOR easier and more accessible to a novice user. Read to the end before using. You will need a hackable, or modchipped Switch to use this, and custom firmware must be installed, I use Atmosphere, but anything that supports romFS should be fine. This should work just fine with the digital or physical version (when it is released) without issue. I have only tested this on the most up-to-date build at this time, 1.0.3. It may work on 1.0.2 or 1.0.1, but it is not guaranteed, and I'm not concerned with supporting them. Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the romfs folder containing the dialog.tlk file. For mods that don't use TSLPatcher, copy files as directed, "romfs" is equivalent to the directory on PC containing the executable. NOTE: You may need to move files that TSLPatcher is expecting to the folder to be able to patch them. You can access them by dumping your game with nxdumptool, using romfs. Make sure you include updates when doing so. Feel free to comment with what you needed, and what mod it was for, and if there is popular demand, I will add the files to this pack. The easiest way I found, was just to try installing a mod, and then check the log for errors to see what files were missing. NOTE: Long filenames cause issues with TSLPatcher, this is exacerbated by the length of the filepath for romFS modding. I recommend moving the "romfs" folder to the root of the drive and patching there, moving the folder back afterwards. Make sure to check your error log, you may manually need to copy .lip files over to override afterwards. Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply. NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format. At this point, copy the atmosphere folder to the root of your SD card, and you should be done. Please feel free to mention any issues you run into, or workarounds you needed, and I'll update this post. I tested a run of K1CP with no major issues. Mods that involve UI likely won't work. Everything is at your own risk, you may end up with a broken save, etc. Worst case scenario, you can uninstall all mods by deleting the `0100854015868000` folder from `/atmosphere/contents/` Big thanks to JC for helping me pin this all down. 7-22-2022 Update: Just a change to the readme regarding potential texture issues.
    1 point
  17. Version 1.0.0

    5 downloads

    Sith Soldiers Recolored Game: KOTOR 1 Author: Dodrari Kaan GitHub: https://github.com/danielstegink/Kotor.SithSoldiersRecolored A Future Pilot released a mod a while back called "Sith Soldier Texture Restoration" that restores the white Sith soldier armor texture. The Wookieepedia article on Sith Troopers lists several types of Sith soldiers that have different armor colors. I like the idea of the Sith soldiers having color-coded armor, so I went through and recolored them based on the article and my own personal preferences. 1) Regular troopers wear silver armor 2) Elite Troopers wear red armor 3) Heavy Troopers wear white armor 4) Grenadiers wear black armor 5) Advanced Troopers wear gold armor (yes, this is a SWTOR reference) Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses TSLPatcher to modify all of the Sith Soldier entries in the Appearance 2DA, as well as several Sith troopers throughout the game. Any mods that modify the same may not be compatible. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher A Future Pilot - Sith Soldier Texture Restoration Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
    1 point
  18. Version 1.0.0

    29 downloads

    Despawns Nemo once you cleanse the grove. DESCRIPTION After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already a Jedi to investigate and fear the worst since he hasn’t returned. This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins. This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove. INSTALLATION Move the file from “to override” to your override folder. UNINSTALLATION Remove k_pdan_14a_area.ncs from your override folder. COMPATIBILITY Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from. Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any. PERMISSIONS You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP. CREDITS offthegridmorty JC, DarthParametric - K1CP source script for k_pdan_14a_area
    1 point
  19. Version 1.0.0

    49 downloads

    ===================================================== [TSL] Folklore Mandalorians ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: TSL_Folklore_Mandalorians.zip Latest Version: 1.0 --- 1. DESCRIPTION: This mod is a port of Attackperson35's Folklore Mandalorians mod to KotOR 2. It replaces the Mandalorian NPC models and textures. Features: - Glowing visor with a different color per texture variant. - Edited jetpack model. - Edited helmet. - Remapped textures on the main model. - Remeshed shoulderplates that no longer clip the model. - 7 texture variants. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. Double check that you do not have both an old .tga/.txi file pair AND a new .tpc file for the armor textures If you do, one is going to take priority over the other. You can use Remove Duplicate TGA-TPC to accomplish this quickly. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod only replaces the Mandalorian male and female models (N_Mandalorian.mdl/mdx, N_Mandalorianf.mdl/mdx) and seven texture files (N_Mandalorian01-07.tpc). No 2DA, dialogue, or scripting changes are made. It should be compatible with all other mods, including TSLRCM. Any mod that also modifies Mandalorian model or texture files will conflict with this one. Note: the models in this mod are remapped specifically for the included textures. Other textures applied to these models may not display correctly. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Do not directly reupload this mod anywhere else. Ask before using any assets. --- 8. THANKS: - Attackperson35 - Folklore Mandalorians (original KotOR 1 mod) - Vurt - Vurt's Visual Resurgence (textures) - Dark Hope - Textures - DarthDeadMan - Head and jetpack 3D models - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    1 point
  20. Version 1.1

    60 downloads

    [TSL] Immersive TSL Maps AUTHOR: Sith Holocron ORIGINAL RELEASE: 13 AUG 2026 UPDATED RELEASE: 15 AUG 2026 GAMES: Star Wars Knights of the Old Republic II Description: This will be a longer description. Buckle up. I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it. Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.) While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point. Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.) Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about. Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project. I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well. My Workflow: For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod. I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone. To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome? Installation: If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override) When/if prompted to overwrite files, press okay. If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder. Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated. Uninstall: Remove the files you’ve added in Installation instructions. Changelog: 1.1: Updated the 401DXN (Dxun - Jungle Landing) map. The Ebon Hawk and crashed freighter have been replaced on the map. Thanks: N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version. Fair Strides: For continual feedback on the maps. Vriff: For continual feedback on the maps. Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d To the too many folks in the KOTOR Discord’s media section to name for all of their feedback. P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps.
    1 point
  21. Version 1.0.0

    25 downloads

    ===================================================== [TSL] No Duplicate Bao-Dur Fix ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: No_Duplicate_Bao-Dur.zip Latest Version: 1.0 --- 1. DESCRIPTION: During Bao-Dur's Jedi training cutscene, the game creates duplicate stand-ins of Bao-Dur and the player character to act out the training montage. Afterward, these duplicates are supposed to be removed - but the duplicate Bao-Dur is never actually destroyed, leaving a phantom Bao-Dur wandering the Ebon Hawk for the rest of the game. This mod fixes the two scripts responsible for cleaning up after the training sequence, so the duplicate is properly removed when the cutscene ends. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: This mod installs two files to your Override folder: - a_noremotefix.ncs - a_remotetrain.ncs No 2DA or other game files are modified. Any mod that also modifies these two script files will conflict with this one. I believe this is only TSLRCM, which this needs to be installed after. Requires TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    1 point
  22. Version 1.0.0

    14 downloads

    A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: N-DReW25 1.0.0 Release Date: 22.08.2026 Installation: This mod currently only has "Override Mods" to offer. Simply copy the files within the "Beta Cockpit Skyboxes" folder and paste them into your Override folder. Description: December 6th 2004 was the day Kotor II was released for the first time on Xbox. If you aren't living under a rock, you'll know that both the Xbox and PC versions of the game were released in an unfinished state and how a mod called "The Sith Lord's Restored Content Modification" was developed years later to restore the cut content, thus 'completing' the game. Some of us might be aware of other cut content which didn't make it into TSLRCM such as M4-78... but what if I told you there's other things Obsidian cut from the game which you may not know about. Like Bioware before Kotor I's release, Obsidian released concept art & promotional screenshots of Kotor II in the months leading up to its release during the game's development. Whilst these promotional screenshots might appear worse than the vanilla game (as these are pre-release/in-development screenshots), a few eagle eyed observers might notice some features in said screenshots which the vanilla game lacks. What this mod will do is add these features back into the game. Override Mods: * Beta Cockpit Skyboxes- These are the beta skyboxes of the Ebon Hawk's cockpit. These files were left unused in the game files and were from a period of development before the current skyboxes were finalized. * Beta Battle Armors- Like how Light Battle Armor was reskinned green in the final game, multiple screenshots depict the normal Battle Armor as being blue. This not only reskins the Battle Armor to match the beta screenshots, but the Light and Heavy Battle Armors have also been changed as in the background of those screenshots you can vaguely see that they were both also blue at some point. () Known Bugs: This mod shouldn't have bugs but if you find any please report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modifies the Ebon Hawk's cockpit skyboxes or the Light, Heavy, and normal Battle Armor textures. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Obsidian: For such an amazing game! Fred Tetra: For Kotor Tool JackInTheBox: For making the KOTOR 2 Alpha Textures mod of which the thumbnail of that mod was used in the thumbnail of this mod! 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
  23. Version 3.6

    900 downloads

    VANILLA PLANETS HD A VANILLA-FAITHFUL ENVIRONMENTAL TEXTURE OVERHAUL ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OVERVIEW ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is an environmental texture upscale for Star Wars: Knights of the Old Republic II — The Sith Lords. The mod upscales the game’s planet, area, environmental, screen, display, and panel textures using Topaz Gigapixel at up to four times their original resolution. The goal is to keep KOTOR II as close to its original visual style as possible while making the textures cleaner, sharper, and more detailed. I created this mod because I wanted an HD environmental overhaul that preserved the original materials without making surfaces excessively reflective or glossy. There are no ReShade presets, lighting edits, shader changes, or major visual redesigns. FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ • Planet and area textures upscaled at up to 4x resolution • All major environments included • Screens, displays, monitors, and panels included • Ebon Hawk interior and exterior included • Optimized TPC textures • Vanilla-faithful appearance • Separate add-ons for TSLRCM and the KOTOR 2 Community Patch INCLUDED AREAS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Peragus and the Harbinger Telos Ebon Hawk Interior and Exterior Dantooine Dxun Onderon Nar Shaddaa Korriban Malachor V Shared planet and environmental textures Screens, displays, monitors, and panels DOWNLOADS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ There are three files total. MAIN FILE The complete Vanilla Planets HD texture overhaul. This file is required for all users. TSLRCM ADD-ON Additional textures for users of The Sith Lords Restored Content Mod. Requires the Vanilla Planets HD main file and TSLRCM. KOTOR 2 COMMUNITY PATCH ADD-ON Additional textures for users of the KOTOR 2 Community Patch. Requires the Vanilla Planets HD main file and the KOTOR 2 Community Patch. INSTALLATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ UPDATING FROM A PREVIOUS VERSION If you are updating from a previous version of Vanilla Planets HD, delete the following files from your override folder if they are present: DAN_blst03.tpc DAN_fall.tpc DAN_gobo1.tpc DAN_gobo2.tpc DAN_LBms.tpc DAN_leaf02.tpc DANfx_mots.tpc KOR_lightbeams.tpc DXN_treeline2.tpc PLC_Water01b.tpc After removing these files, install the new version normally using the instructions below. MAIN FILE 1. Download and extract the Vanilla Planets HD main file. 2. Copy the included override folder into your main KOTOR II installation directory. 3. replace files if prompted. ADD-ONS If you use TSLRCM or the KOTOR 2 Community Patch, install the corresponding Vanilla Planets HD add-on after installing the main file. If you use both TSLRCM and the KOTOR 2 Community Patch, install the TSLRCM add-on first, followed by the KOTOR 2 Community Patch add-on. Replace files when prompted. Highly Recommended After Installation After installation, download and install Remove Duplicate TGA-TPC. Run the included .bat file and delete any duplicate TGA files. IMPORTANT The TSLRCM and KOTOR 2 Community Patch files are add-ons and are not standalone downloads. Always install the Vanilla Planets HD main file first. SKYBOXES AND BACKDROPS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD does not replace the game’s major skyboxes, distant backdrops, or cockpit window views. These assets were intentionally left untouched because Kexikus has already created excellent high-resolution skybox and backdrop mods, while tjsase has created a dedicated mod for the cockpit views. The following mods are highly recommended: High Quailty Skyboxes II TSL Backdrop Improvements TSL HD Cockpit Skyboxes COMPATIBILITY ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is compatible with most gameplay, character, interface, bug-fix, and audio mods. Conflicts may occur with other planet or environmental texture overhauls that replace the same files. When two mods contain textures with the same filename, the files installed last will take priority. CREDITS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Obsidian Entertainment and BioWare — Original KOTOR II textures and assets ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ VANILLA PLANETS HD The original worlds of KOTOR II in higher definition.
    1 point
  24. Version 1.0.0

    33 downloads

    Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    1 point
  25. Version 1.0.0

    137 downloads

    This mod will replace and update texture files. To Install 1. Download: C_DrdSentry01.tga 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
  26. Version 1.0.0

    145 downloads

    This mod will replace and update texture files. To Install 1. Download: Paaerduag HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. 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
  27. Version 1.0.0

    143 downloads

    I created textures for the Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0 mod. 1. Download: DP_Holo.rar 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the .tpc files with the same name.. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    1 point
  28. Version 1.0.0

    40 downloads

    Removes inventory quantity check from free companion items, and makes companions give the items in bulk, instead of one at a time. Description Canderous, Jolee, Mission, T3-M4, and Zaalbar can all give you a selection of free items throughout the game. The way this works is obfuscated from the player, but with some trial and error, it becomes obvious that the system is rather poorly thought out, and encourages extremely degenerate gameplay to exploit it. After first boarding the Ebon Hawk, each of the companions can give up to 10 items (11 in the case of Canderous, Mission, and T3 for some reason). Every time a Star Map is found, this number increases by 20, up to 110 (or 111) items in total. However, if you have more than 10 of the appropriate items, you can also not receive an item. This can be circumvented by dumping the items into a container, or selling them, and talking to the companion again. This extremely annoying. This mod removes the check for the having too many of the given item already in the party inventory. This mean you will no longer have to dump your inventory items in a container to maximize the amount of items you receive. This does not change the total or type of items, it just removes the busywork required to get them. This mod also makes the companions give all of their items in bulk, instead of one at a time. Previously, you only received one item, and would have to repeatedly speak to the companion and ask them for items, until they refused you, to know that you had reached the item limit. This represents 553 conversations of wasted time (not including the conversation where the companions refuse to give you the items). It is now much faster to actually get these items. Canderous has special dialogue based on which items he gives you. He will still play that line, but as he now gives you multiple items as random, this line doesn't actually reflect anything. Similarly the player will still ask for one item, and the companions will respond as if one item was given. I will not be changing that, this is just a convenience mod. There are optional files available to make Zaalbar and Canderous choose a single item type at random, and give only items of that type, instead of randomly choosing which item type to give for each individual item, leading to a relatively even variety. Canderous was originally going to give Battle Stims, in addition to the Adrenals he gives in the vanilla game, and by default he still checked to see if the player had Battle Stims in there inventory when determining whether they were eligible to receive Adrenals. There is an optional file to restore this Battle Stim functionality, making Canderous randomly give Battle Stims in addition to Adrenals. This will not work with the Single Item Type optional, as Canderous' dialogue is not setup to support it. Install/Uninstall Copy the contents of the 0 - Install folder to your game folder. You can copy the contents of one of the 1 - Canderous **** optional folders, if you want that functionality. You can only choose 1 of these You can copy the contents of the 2 - Zaalbar Single Type Items if you want that functionality. Compatibility Will be compatible with all mods that don't make edits to the companion item distribution system. This mod doesn't edit any dialogue, only the underlying scripts. Recommended Mods KotOR 1 Community Patch is strongly recommended. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset– Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Less Annoying Freebies by darthbdaman is a trivial modification and does not have a copyright license
    1 point
  29. Version 1.0.0

    52 downloads

    HD head for Bastila. (Recommended to use it with the Party Model fixes and HD Bastila mod by redrob41.)
    1 point
  30. Version 1.0.0

    171 downloads

    This mod will replace and update texture files. To Install 1. Download: CaloNord.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
    1 point
  31. Version 1.0.0

    66 downloads

    Description I’ve upscaled and retextured some robes from [TSL] Prequel Robe Replacement. Main Features - 2x upscale of all robes from the original mod using Topaz Gigapixel. - Retextured three of the original robes in GIMP: Jedi Robe, Baran Do Novice Robe, and Baran Do Sage Robe. - 1K file available. This version resizes the robes back down to their original resolution. - Optional Robes file included. See the photos for previews of the custom robe options. Requirements This mod requires [TSL] Prequel Robe Replacement 1.0 (no exceptions) Install Instructions - Install the required mod: [TSL] Prequel Robe Replacement first. This mod will not work without it. - Download your preferred files - Extract the contents of the zip file. - Place the override folder into your main KOTOR 2 directory, or place the TGA files directly into the game’s override folder. - Replace files if prompted. Credits Original mod by Kainzorus Prime, Please like/endorse the original mod.
    1 point
  32. Version 1.1.0

    102 downloads

    In the vanilla game, the player always goes first. This means you're more likely to bust, since you'll always have one more bust-possible draw than the AI at any given time. It also means the AI can look at your hand and Stand, where you have to Stand before you see their next draw. How to install: Unzip and put the following in the game dire (beside swkotor.exe): FairPazaak.exe, Apply Fair Pazaak Patch.bat, and Revert Fair Pazaak Patch.bat Double click Apply Fair Pazaak Patch.bat If switching between versions, make sure that you use the Revert bat BEFORE using the Apply bat of the other version! Requirements Only requires KOTOR Editable Executable (https://deadlystream.com/files/file/1320-kotor-editable-executable/). This mod is entirely compatible with any and all Pazaak deck mods like Easy Pazaak or Balanced Pazaak. readme.txt
    1 point
  33. Version 1.0.0

    207 downloads

    Новые HD-текстуры для Niktos Vulkar Swoopgang. Модифицированные текстуры для Niktos Swoopgang от Detran. Оригинальный источник: https://www.nexusmods.com/kotor/mods/1766?tab=description To Install 1. Download: Kadas'sa'Nikto.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
    1 point
  34. Version 1.0.0

    208 downloads

    Modified textures for Detran's Hutt Original source: https://www.nexusmods.com/kotor/mods/1743 To Install 1. Download: Hutt.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
    1 point
  35. Version 1.0.0

    64 downloads

    A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 01.05.2026 Installation: Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder. Delete the file "N_DolGrenH.tpc" if it is present. Uninstallation: Delete the N_DolGrenH.tga file from your Override folder. Description: Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown. Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head. Known Bugs: This mod shouldn't have bugs but if you find any report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc. Permissions: As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work. Thanks to: Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place! Bioware: For such an amazing game! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! And 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
  36. Version 1.0.0

    369 downloads

    This mod will replace and update Mandalorian Neo-Crusaders texture files. The Vurt textures have been edited. Seams have been refined, and details have been added and removed. Thanks to Vurt for the wonderful textures. It was a pleasure working with them. To Install 1. Download: N_Mandalorian (Vurt's KotOR Visual Resurgence).rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    1 point
  37. Version 1.3

    287 downloads

    KotOR1 Random Panels AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 FIRST UPDATED RELEASE: 21 NOV 2024 SECOND UPDATED RELEASE: 01 JAN 2025 SECOND UPDATED RELEASE: 20 NOV 2025 GAMES: Star Wars Knights of the Old Republic Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. 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. Thieves need not apply. (You know who you are.) Credits: Fair Strides, ConansHair, and LordMerek: For feedback on textures before release. Malkior's texture for the Ebon hawk was used in the Yavin Station texture.
    1 point
  38. Version 3.0.0

    724 downloads

    I always loved the extra lightsaber colors in TSL and have always wondered if it were possible to add the colors back into K1. I’m sure many of you wondered the same thing, and the answer is a definite “yes.” Five years ago JC released his fantastic Extra Saber Colors for K1 which I used for some time, but unfortunately wasn’t compatible with Crazy34’s new lightsaber blades. I initially didn’t use Crazy34’s new blades, but after trying it I couldn’t uninstall it. The new lightsaber blade system now adds ambient glow to lightsabers as well as fixing a variety of bugs with the models. I requested a compatibility patch for JC’s and Crazy’s mods, but no one fulfilled it so I decided to make a crack at it myself. I was initially baffled by the new blade system, but with the help of Crazy34’s modder’s resource I was able to figure it out. All I had to do was edit the blade textures and some RGB values in the models. I was very happy with the result. While I was at it I decided to add some additional colors as well. This mod adds a total of eight new colors to KOTOR: silver, viridian, bronze, magenta, chartreuse, cyan, orange, and indigo. Crazy34’s mod already added the colors from TSL, I just placed the crystals throughout the game. The rest were added by me. The new crystals use recolored variants from TSL. I may add different versions in the future, but I felt these were the most fitting. An optional HD Icons add-on has been included for JackInTheBox’s HD Icons mod. To install, just drop the files from the HD Icons Folder into your Override after the first part of the mod has been installed and overwrite. The crystals can be found in the following locations: Note the cyan and orange were edited slightly to make them different from Heart of the Guardian and Mantle of the Force. They are different in color but still very similar. Incompatibilities: Obviously not compatible with JC’s Extra Saber Colors mod. This mod will also likely not be compatible with mods that add extra hilts to the game. Other than that, no other incompatibilities are known. Crazy34’s mod is required for this mod to function. Make sure you have the “standard” option installed first. I do not wish this mod to be edited or redistributed without permission m. If you want to use anything, just ask first (the answer will most likely be yes). I just want to know when my work is being used. Credits: Crazy34 for the modder’s resource and awesome tutorial. Cortisol and Wizard for HoloPatcher. Stoffe for TSLPatcher and ChangeEdit. JackInTheBox for the icon mod and open permissions.
    1 point
  39. Version 1.0.0

    5,589 downloads

    This mod will replace and update texture files. To Install 1. Download:N_DeadeyeH01.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
    1 point
  40. Version 1.0.0

    381 downloads

    This mod will replace and update texture files. To Install 1. Download:N_Comm_w_m.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
    1 point
  41. Version 1.0.0

    353 downloads

    This mod will replace and update texture files. To Install 1. Download: N_Comm_w_m02.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
    1 point
  42. Version 1.0.0

    378 downloads

    This mod will replace and update texture files. To Install 1. Download:N_TatComW_M.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
    1 point
  43. Version 4.1

    134,625 downloads

    THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K. -------------------------------------------------- Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords -------------------------------------------------- Special Thanks to the following individuals: Alien - For the original version of the 16x9 mod, without which none of this would have happened. tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool. -------------------------------------------------- Original mod info (including link to download and screenshots) can be found here: http://steamcommunity.com/app/208580/discussions/0/864975632546978851/ As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use). After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission. *CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions* Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files. *Steam (Aspyr version) Installation Instructions* [Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files.
    1 point
  44. Version 1.9

    9,251 downloads

    Summary Early in the game, BioWare had Bastila appear in an outfit that's a homage to the infamous Slave Leia costume from Return of the Jedi. But it was just a retexture of her regular underwear. For the sequel, Obsidian made the same homage and included a more elaborate model that could be worn by most female members of the party once the item is acquired. This mod ports the K2 model to replace Bastila's outfit in K1. Note that this will not replace Bastila's easter egg appearance because that uses a different line in appearance.2da. That will have to remain a retexture of Bastila's underwear, unless one were to replace her underwear model with the dancer outfit entirely. Instead, this mod adds a dancer outfit item that Bastila can wear any time afterwards. It has the same properties as the item from K2 and can only be worn by Bastila. I've modified the dancer outfit model to more closely resemble Bastila's body shape. I've also changed the texture to match her skin tone and fixed a few minor errors I noticed. Finally, I've included an alternate texture that changes the outfit's color scheme from red to a sort of dark blue with gold flowers and a lavender trim. I was trying to match the color scheme of her original outfit. @Dark Hope has also made a new texture with that color scheme and it's a lot fancier. Note that if you want to use any other texture that isn't in a TPC file, you'll have to remove JC_SlaveBast01.tpc. Compatibility This mod is not compatible with other mods that affect Bastila's slave appearance. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. This mod edits the script k_ptar_bastpart.ncs in tar_m03af.mod. If install another mod that edits that script after this one, then you won't automatically get the dancer outfit item, but all the other changes will still take effect. You can cheat the item in if you want. The item name is jc_slavebast. I've instructed the patcher to skip the file ia_cloths_255.tpc if it finds another copy present. If this file isn't installed, it will look like something else in the inventory but everything else will be as it should be. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons 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 "We Beks don't believe in intergalactic slavery" but I guess they're totally cool with regular old domestic slavery? INTERGALACTIC SLAVERY NOT BELIEVED BY BIOWARE, OBSIDIAN ENTERTAINMENT, OR LUCASARTS. I was also going to make a "Song of the South" reference but I think anything I could possibly quote about that would be too offensive to be taken as a joke. 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
  45. Version 1.1.0

    41,190 downloads

    This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself. The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed. Compatibility: The K1 Community Patch edits the Upper Shadowlands OnEnter script. Those changes are also incorporated into this mod. If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder. Not compatible with any other mod that replaces the same level model (m24aa_09a). Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch). Known Issues: In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know. As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul. The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update. Acknowledgements: Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present Thanks to @LiliArch for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack Thanks to @bead-v for MDLEdit and KOTORMax Thanks to @ndix UR for TGA2TPC The control panel textures include a mishmash of various textures from The Old Republic MMO The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1 Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release
    1 point
  46. Version 1.0.0

    9,658 downloads

    This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version.
    1 point
  47. Version 1.0.0

    23 downloads

    ===================================================== [TSL] Kreia's Assorted Robe Collection TSLRCM Patch ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: Kreias_Robes_TSLRCM_Patch.zip Latest Version: 1.0 --- 1. DESCRIPTION: This is a compatibility patch for ChAiNz.2da and stoffe-mkb's Kreia's Assorted Robe Collection. Kreia's Assorted Robe Collection makes Kreia's appearance update dynamically based on whatever robe she is wearing. The original mod is not compatible with TSLRCM because it overwrites three files that TSLRCM also modifies: remote.dlg, k_204tel_enter, and k_701area_enter. This patch resolves those conflicts. There are two main install options: - WITH Shroud: Installs the TSLRCM-compatible scripts and also includes the original mod's "Kreia's Dark Shroud" questline and crafted item. The Dark Shroud's item properties have been fixed - the original mod used random stats, this version hardcodes them so the item always has the same properties: Defense Bonus: +2 Regenerate Force Points: +1 Attribute Bonus: Charisma +3 Attribute Bonus: Wisdom +3 Attribute Penalty: Constitution -2 Restricted to: Kreia (Female) - WITHOUT Shroud: Installs only the TSLRCM-compatible scripts. The Dark Shroud questline is disabled. Kreia's robe appearance system still works normally. There is also an optional patch for compatibility with JCarter426's Thematic Obscured Mausoleum Burial (TOMB) mod. --- 2. INSTALLATION: IMPORTANT: Install Kreia's Assorted Robe Collection BEFORE running this patch. If you are using the TOMB patch, install TOMB before running this patch as well. Run Install.exe and select your KotOR 2 game directory. There are 3 installation options: - Kreia's Assorted Robe Collection WITH Shroud: Patches Kreia's Assorted Robe Collection for TSLRCM compatibility and includes the original "Kreia's Dark Shroud" questline and item. Installs TSLRCM-compatible versions of k_204tel_enter and k_701area_enter, the fixed kreia_shroud.uti with hardcoded stats, and the TSLRCM version of remote.dlg. - Kreia's Assorted Robe Collection WITHOUT Shroud: Patches Kreia's Assorted Robe Collection for TSLRCM compatibility and disables the original "Kreia's Dark Shroud" questline and item. Installs the TSLRCM versions of k_204tel_enter and k_701area_enter that don't spawn any shroud content, and the TSLRCM version of remote.dlg. - Kreia's Assorted Robe Collection / TOMB patch: Patches KAR for compatibility with JCarter426's TOMB mod. Install BOTH Kreia's Assorted Robe Collection AND TOMB before running this. This patch can be run before or after the WITH/WITHOUT Shroud options - order does not matter. You can switch between WITH Shroud and WITHOUT Shroud by running the other option over your existing installation. Installing WITH Shroud will enable the questline; installing WITHOUT Shroud will disable it. There are no compatibility issues with doing this. However, note that once you have reached Telos in your playthrough, you will be stuck with whichever option is currently installed - switching after that point may cause issues. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. If you want to manually disable the Dark Shroud questline, you can delete k_204tel_enter.ncs and k_701area_enter.ncs from your Override folder. This prevents the shroud-related placeables from ever spawning. You may also delete other shroud-specific files (kds_*.ncs, kds_*.dlg, kreia_shroud.uti, etc.) if you want a cleaner removal, but be careful not to delete any scripts that are also used by Kreia's robe appearance system. This is possible but not recommended. --- 4. KNOWN ISSUES: None. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Requires TSLRCM. Requires Kreia's Assorted Robe Collection (install that before this). Optional: compatible with TOMB via the included TOMB patch (install that before this). Any mod that edits these files will not be fully compatible with Kreia's Assorted Robe Collection: k_oei_userdef.ncs k_204tel_enter.ncs k_701area_enter.ncs remote.dlg In-depth explanation: k_oei_userdef.ncs is the only one required for Kreia's robe changes, and in the Neocities full mod build, the only conflict is TOMB, which is patched by this mod. If anything else you use touches this file, you will need another patch or it will not be compatible with Kreia's Assorted Robe Collection period. k_204tel_enter.ncs, k_701area_enter.ncs, and remote.dlg are only needed for Kreia's Dark Shroud, and in the Neocities full build they are only changed by TSLRCM (and remote tells influence, which is still included in the "no shroud" patch). If you use another mod that edits these files, it will not be compatible with Kreia's Dark Shroud. You can install the "no shroud" version of this patch and then install another mod that touches any of these three files safely and they should be compatible. You will only miss out on the shroud questline. Additional note for expert modders: this patch puts k_204tel_enter.ncs and k_701area_enter.ncs into the override folder. If you are installing a mod that edits these inside of a .mod file, you will need to remove these 2 files from the override folder or they will be overridden. You can do this safely as the files in the "no shroud" patch are just copies of those files from the .mod file added by TSLRCM. As long as those 2 files are the TSLRCM version from either the override folder or a .mod file, Kreia's Dark Shroud will be disabled and you can touch those files as you please. remote.dlg will technically not do anything differently without k_204tel_enter.ncs or k_701area_enter.ncs, so whatever version you have will be safe, but the one from the "no shroud" patch is the cleanest. Do not use the Steam Workshop for KotOR. It will almost certainly cause compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Do not directly reupload this mod anywhere else. Ask before using any assets. --- 8. THANKS: - ChAiNz.2da & stoffe - Kreia's Assorted Robe Collection - JCarter426 - Thematic Obscured Mausoleum Burial (TOMB) - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
    0 points
  48. Version 1.0.0

    8 downloads

    K1SE is a script extender for KOTOR 1, in the same tradition as SKSE, OBSE, and NWNX. It is a DLL that loads with the game and gives NWScript functions BioWare never exposed. You write ordinary scripts, compile them with your normal compiler, and add one include line. This is a tool for mod authors. It does not change anything in the game by itself. On its own it is invisible. BEFORE YOU DOWNLOAD: Steam only, and only some Steam builds Every address K1SE uses was derived from one game executable on one machine. At launch it checks your game against eleven fingerprints, and if they do not match it refuses to install and does nothing at all. GOG, retail disc, localized builds, and anything patched have never been tested. Not broken, just never looked at. That refusal is deliberate. K1SE will not run against offsets it cannot confirm, so it cannot quietly corrupt a save on a build it does not recognize. But it does mean the honest supported list right now is a single build. docs/SCOPE.md in the archive lays out exactly what the evidence base is. WHAT IT ADDS Bitwise and integer math. AND, OR, XOR, NOT, three shift variants, popcount, plus min, max, clamp, sign, Euclidean modulo, integer power, and integer square root. NWScript has no bitwise operators at all, so if you have been faking bit flags with arithmetic, that is over. A key-value store. Set and get strings or integers by string key, test existence, delete. In memory only, cleared when the game restarts, 256 entries. Useful for passing state between scripts inside a session. It is not a save system. Feats, skills, and saving throws. Grant or remove a feat, adjust skill ranks, adjust Fortitude, Reflex, and Will base saves. These write into the character and survive save and reload. Utility. A version check, a build id string, an error code you can read after a refused operation, and a logging call so you can drop your own markers into K1SE's log alongside what K1SE did. Full signatures and notes for every function are in docs/API.md. READ THIS IF YOU USE THE FEAT FUNCTIONS A granted feat is permanent. It is written into the creature's feat array and it survives saving and reloading. KOTOR has no engine path that removes an array feat, so K1SE's remover is the only one that exists, and it persists too. Treat every grant as one-way until you have tested removal inside your own mod. Test on a save you do not care about. The same applies to skills and saving throws. INSTALLATION 1. Open your KOTOR folder, the one with swkotor.exe in it. On Steam: right click the game, Manage, Browse local files. 2. Rename the existing binkw32.dll to binkw32_real.dll. 3. Copy K1SE's binkw32.dll into that folder. 4. Copy kse.nss to wherever your script compiler looks for includes. 5. Launch the game. K1SE writes a log to %LOCALAPPDATA%\KSE\kse.log and the top of it tells you whether it loaded. K1SE forwards every call to the real library, so the game behaves normally whether or not K1SE installs itself. UNINSTALLATION Delete K1SE's binkw32.dll and rename binkw32_real.dll back to binkw32.dll. That is the whole uninstall. The only other thing K1SE leaves is its log folder, which you can delete. THE THING THAT WILL CATCH YOU OUT If K1SE is not loaded, K1SE calls do not throw an error. They silently return zero. That is indistinguishable from your mod being broken. Guard every script that uses K1SE: if (KSE_GetVersion() <= 0) return; Use <= 0 and not == 0. An older K1SE returns a negative number rather than zero, and == 0 would let it through. If a K1SE script appears to do nothing, read kse.log. It is the only place that records whether K1SE loaded and, if it refused, which fingerprint failed. COMPATIBILITY Requires the binkw32.dll slot. If you already run another mod that replaces binkw32.dll, the two will conflict and you will have to pick one. KOTOR 2 is not supported and has not been tested. Stability: K1SE ran for 7 hours 10 minutes under sustained script load without crashing or degrading. That is a run length result, not a leak measurement. No leak measurement has been made. WHAT WOULD HELP MOST One read-only check on a non-Steam install. GOG, retail disc, anything that is not the build this was developed against. More testing on my own machine cannot widen the supported list, because it is the same single witness re-attesting itself. One run on a different copy of the game is the contribution that actually changes what this project covers. Come to the Discord if you are willing. PERMISSIONS MIT licensed. Use it, modify it, redistribute it, bundle it inside your own mod, commercial or not. Keep the copyright notice and license text with it. No permission request needed. SUPPORT Discord: https://discord.gg/EqR7uqQy3f Bug reports, questions, and "it will not work on my copy" all welcome. Attach your kse.log. It answers the did-it-load question in about two seconds.
    0 points
  49. Version 1.0.0

    275 downloads

    This mod will replace and update the children texture files. To Install 1. Download: Children.rar 2. Copy all files to the Knights of the Old republic's Override folder. ple location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Edited March 14 by Dark Hope
    0 points
  50. Version 2.0

    66,109 downloads

    New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Look at the comparison picture to get a better idea: To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    0 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.