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Showing content with the highest reputation since 05/11/2025 in Files

  1. Version 3.2

    1,906 downloads

    Introducing: Sleheyron Story Mode... A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever mod project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it. First Sleheyron first main two folders, then the K1CP, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron). There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: Of all the people I need to thank, there are two above all others: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and Th3W1zard1 designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too. Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens). Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! ... Updates for 3.1! NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever? INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career! An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District. BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made! NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you. NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too! NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures! And probably more that I am forgetting! And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out!
    19 points
  2. Version 1.0.0

    90 downloads

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

    133 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    12 points
  4. Version 4.1.2

    7,522 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
    11 points
  5. Version 1.1.0

    1,887 downloads

    Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Mines will now set off other mines in a chain reaction if they are very close by. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 105PER.mod, 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 410DXN.mod, 411DXN.mod, 504OND.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. HoloPatcher - Cortisol, th3w1zard1 TSLPatcher, TLKed - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious
    10 points
  6. Version 1.0.0

    742 downloads

    New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    10 points
  7. Version 1.0.0

    272 downloads

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

    115 downloads

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

    73 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Edge of Darkness mod) Version 1.0 Uploaded: 19 JUL 2025 Description: The Edge of Darkness Revenge Textural Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. Edge of Darkness uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the Edge of Darkness conventions. (See credits section for the other mods that were sourced.) Some of the EoD textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Some of the textures in Edge of Darkness are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve attempted to remain faithful to the – shall we say unique? - visual style of his mod. New upscales were set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. What’s not included and why: I have not upscaled the following categories of textures included with Edge of Darkness. Skyboxes (Many of these are custom made and/or already near the self-imposed 2048 x 2048 limit. They would not benefit from upscaling.) Inventory Items and their Icons - including clothing and weapons (Outside of the scope of my original plans) Action Icons (as I don’t think they’d benefit from upscaling) Absolutely ***anything*** by Kaidon Jorn (as I don’t think they’d benefit from upscaling) Most of the textures from Quanon (as they are close to my self-imposed size limit as they currently stand) Credits: Some ship textures and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and her generosity in making permissions open for her mod. Many of the TSL textures were sourced from “RESOURCE:Topaz GigaPixel AI Upscales – K2” by Thor110. I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that Edge of Darkness uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Minor assistance in re-adding transparencies to 5 LKA textures provided by 90sk. Moral Support graciously offered by Fair Strides. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage of my textures in other mods must be requested and approved by me before your use.
    9 points
  10. Version 3.0

    4,050 downloads

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

    520 downloads

    This mod will replace and update texture files. For proper operation, High Quality Aliens: Rodians 1.1.0 must be installed. Thanks to Stormie97 for the wonderful mod. To Install 1. Download: ST_Rodian HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the ST_Rodian 01 - 05.tpc files 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
    9 points
  12. Version 1.0.0

    265 downloads

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

    147 downloads

    This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.
    9 points
  14. Version 1.0.0

    229 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in TJM are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for his mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
    8 points
  15. Version 1.1.1

    437 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    8 points
  16. Version 1.0.0 A

    428 downloads

    I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the DP_TarArenaScr A - I .tpc files. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    8 points
  17. Version 1.1.0

    3,556 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    8 points
  18. Version 1.0.0

    99 downloads

    This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors: Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits. Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with: giveitem d_c_kit 1 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    7 points
  19. Version 1.1.0

    201 downloads

    Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid? This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free. The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue. Requirements: None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod. Bugs: The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random. Note: This mod was also recreated for KOTOR 1 as The Stowaway's GONK. Optional: You can now install an HD retexture by Sith Holocron as an optional download. Be sure to remove plc_bdroid.tpc from your Override folder first before installing this. Credits: Sith Holocron, for the HD retexture (GONK never looked so good) newbiemodder, for Modder's Tool: Power/Gonk Droid zbyl2, for M4-78 Enhancement Project Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    7 points
  20. 144 downloads

    New models and textures for the datapad. Models created by DarthParametric. To Install 1. Download: DarthParametric's Datapad.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    7 points
  21. Version 1.0.0

    190 downloads

    This mod will replace and update Mandalorian Neo-Crusaders texture files. The Vurt textures have been edited. Seams have been refined, and details have been added and removed. Thanks to Vurt for the wonderful textures. It was a pleasure working with them. To Install 1. Download: N_Mandalorian (Vurt's KotOR Visual Resurgence).rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    7 points
  22. Version 1.0.1

    359 downloads

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

    112 downloads

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

    385 downloads

    This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
    7 points
  25. Version 1.0.0

    3,074 downloads

    Improved Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. CREDITS: EbonHawkStowaway999 for the idea. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    7 points
  26. Version 1.0.0

    79 downloads

    [K1] Logan Starr - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’re looking at this file, you’re either a longtime fan of the Loganverse series of KotOR machinima, a new viewer that’s just come from watching the new Convergence crossover trailer or movie on YouTube, or you are very, very confused. If it’s the latter, check this link for a trailer for a quick summary. If you’re Loganverse fan already, read on. This mod changes the standard voice for the PC character to Logan Starr’s from the Loganverse movies. I asked Kevin Smets to record all of the lines that the PC says. All of the lines are listed below. Those in the know may notice that some of these lines are likely to trigger in the game – those with file names ending in 4. There’s a reason for that! In order to spice repeated playthroughs, I figured giving you extra lines which you can rename might be something you may be interested in. In the category the replacement lines are, delete the line you’d like to replace using the list below. Then rename the line with the “4” in it (or the other alternate numbered lines) to whatever you deleted. The categories that have the extra lines are: · Critical hit achieved. · Player has just received medical attention. · Player has been poisoned. · The party is regrouping. [options 4 or 5] · The player character has been selected via the menu. [option 9] · Stealth mode activated. · The weapon used by player character is either broken or inefficient against an enemy in current attack. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on a work around below if you find a suitable one. List of lines included with this mod: File name Male Lock Picking: Player is making the attempt unlock the lockbox or door p_plyermw_block1 Got it. p_plyermw_block2 No problem. p_plyermw_block3 Right. Critical hit achieved. p_plyermw_crit1 Ha! He’ll feel that for sure! p_plyermw_crit2 That hurt, I bet. p_plyermw_crit3 You won’t be getting up from that any time soon! p_plyermw_crit4 I don’t like your tone. Mines: Disarming. p_plyermw_dmin1 That one’s a dud. p_plyermw_dmin2 OK, it’s disabled. p_plyermw_dmin3 Mine disabled. Lock Picking: Player fails an attempt unlocking a lockbox or a door p_plyermw_flock1 Damn! p_plyermw_flock2 Didn’t work. p_plyermw_flock3 Damn it! Mines: Arming a Mine. p_plyermw_lmin1 One surprise trip coming up. p_plyermw_lmin2 Whoever stands on this will get a nasty shock. p_plyermw_lmin3 Mine placed. Player has low health and needs medical attention. p_plyermw_low1 [groan] I’m in a lot of pain right now. p_plyermw_low2 I should get help for my wounds. p_plyermw_low3 [groan] I’m hurt badly. Player has just received medical attention. p_plyermw_med1 [sound of relief] This should patch things up. p_plyermw_med2 This should help. p_plyermw_med3 Thank the maker. p_plyermw_med4 This feels fantastic. Player has been poisoned. p_plyermw_pois1 [groan] I think something got me sick. p_plyermw_pois2 [groan] I think I’ve been poisoned. p_plyermw_pois3 [groan] I think something is in my system. p_plyermw_pois4 [stomach gurgles] The party is regrouping. p_plyermw_rprty1 Everyone’s back again! p_plyermw_rprty2 OK, let’s get going. p_plyermw_rprty3 Hey, we can get back together now. p_plyermw_rprty4 The gang’s back together! p_plyermw_rprty5 Hey, it’s me! [laughs] The player character has been selected via the menu. p_plyermw_slct1 Yeah? p_plyermw_slct2 Yes? p_plyermw_slct3 What? p_plyermw_slct4 Hmm? p_plyermw_slct5 Sure. p_plyermw_slct6 You bet. p_plyermw_slct7 What? [alternate take] p_plyermw_slct8 Right. p_plyermw_slct9 Yeah, bub… Lock Picking: Success. p_plyermw_slock1 Opened. p_plyermw_slock2 Got it. p_plyermw_slock3 Done. The Main Character is going into solo mode. p_plyermw_sprty1 I need to go alone for a bit. p_plyermw_sprty2 We’ll just separate for a bit. p_plyermw_sprty3 Let me go on alone. Player is looking for or looking out for something. p_plyermw_srch1 I won’t miss a thing. p_plyermw_srch2 If there’s something there, I’ll find it. p_plyermw_srch3 Nothing will get by me. p_plyermw_srch4 Nothing gets by me, bub. Stealth mode activated. p_plyermw_stlh1 Not even a whisper. p_plyermw_stlh2 I’ll avoid what I can. p_plyermw_stlh3 Silent and deadly. p_plyermw_stlh4 Silent and deadly, bub. The weapon used by player character is either broken or inefficient against an enemy in current attack. p_plyermw_tia1 It’s not doing anything. p_plyermw_tia2 My weapon isn’t doing anything. p_plyermw_tia3 I need a better weapon. p_plyermw_tia4 This weapon isn’t doing anything. Installation: You'll not be dropping these into your Override folder like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I personally recommend making a folder on your desktop to put them but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. 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 in writing before your use. Special Thanks: Kevin Smets: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s a trailer from Convergence / a link to Convergence, the latest machinima featuring Logan Starr. For the movie poster artwork used in the mod’s pictures, I thank Burning Earth Chris! The beta testers: Thanks to Untold Prophecy for beta testing this mod. Having an unbiased beta tester to check this on the PC version game was both helpful and vital. Thanks to Malkior for beta testing this on Steam. As I didn’t have a copy of KotOR1 on Steam at the time of creation of this mod, this assistance was vital! Both of the beta testers provided feedback particularly on sound levels which helped finalize this project. (Even if they were kept in the dark on who the person voicing the soundset was!)
    7 points
  27. Version 1.0.0

    289 downloads

    Default Hilt Replacement Mod 2025 ---------------------- Author Kaidon Jorn, December-March 2025/2026 DHRM 2025 Changes: ---------------------------------- Blade models and planes are set to the correct Z position. New blue double-bladed model made from original blue single bladed model. New (old) models for red single and double bladed. Green single bladed made into new green double bladed. Yellow single and double model textures touched up. Purple models reskinned. New orange single bladed made from orange double bladed. New viridian single bladed made from viridian double bladed. New silver single and double bladed models made from (very old) yellow double bladed model. New cyan double bladed model made from cyan single bladed model. Bronze models textures touched up. Otherwise no change. Short saber model remapped and reskinned. Made new icons for all models. Purple blade is now violet instead of amethyst. This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
    6 points
  28. Version 1.0.2

    3,952 downloads

    Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 Description: This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added. The Mod is divided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
    6 points
  29. Version 1.3

    485 downloads

    Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). WARNING : If you want the Sunry's murder recording enhancement, you'll need to download it first. This mod is very much recommended as it combines with Gonto to enhance the murder quest ! Make sure to do SMRE ---> missing room ---> Gonto. 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
    6 points
  30. Version 1.0.0

    173 downloads

    New animated texture. To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
    6 points
  31. Version 1.0.1

    220 downloads

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

    83 downloads

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
    6 points
  33. Version 2.1.4

    7,191 downloads

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas. Current Areas: - Peragus force cage room - Ebon Hawk Medical Room - Peragus Mining Tunnels - Military Base Sublevel Install: Download and extract each to the override directory. Acknowledgements: Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible. KotorBlender
    6 points
  34. Version 1.0.0

    183 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
    6 points
  35. Version 1.1.0

    194 downloads

    Give the Mand'alor a companion worthy of his station. This mod adds a unique Maalraas, named Galaar (Mando'a for "Hawk"), as a permanent and interactive companion for Mandalore. I've always loved Mandalore as a character but felt he was lacking compared to other party members. This mod helps him stand out by giving him Galaar, a personal Maalraas that will follow him much like Bao-Dur's Remote, and one that will hopefully prove its worth in battle. But Galaar is more than just a follower; he's a character in his own right. His loyalty isn't given freely, it's earned through your actions and, most importantly, your relationship with Mandalore himself. To acquire Galaar, you must head to the Western Square on Onderon. There, you will find a Sullustan merchant named Kobbegg standing near a cage containing the beast. Speak to him, but be prepared to spend a considerable amount of credits for such a rare creature... or find another way to negotiate the price. Kobbegg's attitude and your options will change based on a choice you made long ago on Peragus. Features: A Deeply Reactive Companion: Galaar is a fully interactive party member. You can speak with him aboard the Ebon Hawk and in the field. His demeanor and dialogue are not static; they are a direct reflection of your Influence with Mandalore, shifting from hostile wariness to absolute devotion. A Unique Judge of Character: Galaar forms his own opinions! Ask him what he thinks, and he'll give you his instinctual, animal-level read on every member of your crew. This includes everyone from Atton to HK-47, and even recognizes the GONK droid from my other mod, GONK and Loaded! He Senses Who You Are: Galaar's opinion of you is complex. He will comment on your chosen path, whether you are a Guardian, Sentinel, or Consular, and even recognize your Prestige Class. Furthermore, he intuitively senses your alignment, offering a unique perspective on your journey to the Light Side, Dark Side, or somewhere in between. Planetary Instincts: Galaar can sense the nature of each world you visit. Ask him how he feels on planets from the jungles of Dxun to the tombs of Korriban, and get a creature's-eye view of the galaxy. Lore-Friendly & Interactive Acquisition: The quest to get Galaar is a multi-layered conversation with the merchant Kobbegg, featuring persuasion, intimidation, and even Force-based solutions. Additional Merchant: Kobbegg also operates as a general merchant, selling armor, weapons, and implants. Seamless Integration: If you have my Customizing Droids mod installed, Kobbegg will also sell Droid Customization Kits. Notes: The mod can be installed at any time, but the encounter will only trigger before your first visit to the Western Square. TSLRCM is not required, but is always recommended. Credits: Princess Artemis, for Cati (inspiration) Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
    6 points
  36. Version 1.0.0

    36 downloads

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

    153 downloads

    Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    6 points
  38. Version 2.0

    559 downloads

    Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible
    5 points
  39. Version 2.0

    3,394 downloads

    30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these
    5 points
  40. Version 1.0.0

    123 downloads

    Makes manning the turrets on Onderon matter. SUMMARY In KOTOR 2 you can use the air defense turrets on Onderon to take out the enemy fighters above the Sky Ramp. It’s a fun minigame but pretty inconsequential with no real effect on anything. You do gain some XP, but the game doesn’t even notify you of this, not helping the feeling that you didn’t really accomplish anything. This mod aims to make manning the turrets more impactful by, one, properly notifying the player of the XP gain for taking out the fighters, and two, making it so that if you don’t take out the fighters, they fire on you as you make your way up the Sky Ramp. This is accomplished in a similar way to the aerial lasers from K1, except that instead of being a static environmental threat, the lasers will actively track and target you and your allies with some degree of accuracy. A hit from a fighter deals a base 42 points of blaster damage which falls off with distance over a 6m range. Keep it moving to avoid getting hit! INSTALLATION Use HoloPatcher.exe to install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher. UNINSTALLATION Remove k_505_modheart.ncs from Override. Remove 504OND.mod from Modules and, if present, replace with the version inside the backup folder. COMPATIBILITY Should be compatible with most other mods. I don't know of any incompatibilities. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty This is a fulfillment of a mod request by Snigaroo. Credit to him for the cool idea! HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 DeNCS - JdNoa, Dashus Mods in screenshot: Ultimate Onderon High Resolution by ShiningRedHD High Quality Skyboxes II by Kexikus
    5 points
  41. Version 1.0.0

    26 downloads

    Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
    5 points
  42. Version 1.2.0

    98 downloads

    Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool. Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker
    5 points
  43. Version 1.0.0

    246 downloads

    Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades. 4 Vibroblades Vibrocutter - vibrocutter Vibroblade - w_melee_05 Zabrak Vibroblade - w_melee_10 Tehk'la Blade - w_melee_27 3 Vibroswords Vibrosword - w_melee_06 Echani Vibrosword - w_melee_21 Sith Tremor Sword - w_melee_22 5 Vibro Double- Blades Sith War Sword - w_melee_12 Vibro Double-Blade - w_melee_15 Trandoshan Double-Blade - w_melee_20 Zhaboka - w_melee_28 Ludo Kressh's War Sword - w_melee_x12 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender
    5 points
  44. Version 1.0.0

    82 downloads

    Description: The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. Installation: If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name. Credits: Holocron Toolset by Cortisol JC's Loadscreen template modders resource GIMP
    5 points
  45. Version 1.0.0

    118 downloads

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

    72 downloads

    Simple Reskin - Malachor V KotOR2: TSL ------------------------------------------ Author: Kaidon Jorn October 2025 This mod is a simple reskin of the planet Malachor V All done with random textures from the internet. It's the second time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway. Installation: Extract the .zip file to somewhere on your PC then just copy the subfolder to the game's Override folder. To uninstall just delete the folder from Override. Permissions: For personal use only, do not redistribute the contents herein. Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
    5 points
  47. Version 1.1.1

    3,621 downloads

    Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the maximum penalty by 5%. This means with Charisma = 20, the maximum penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment. To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
    5 points
  48. Version 1.0.0

    84 downloads

    Alternate Coruscant Skybox [Day Time] A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: Sith Holocron DESCRIPTION: I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you! These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod. INSTALLATION: Place all of the TGA files into your Override folder. UNINSTALL: Remove those files from your Override. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author. THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
    5 points
  49. Version 1.0.0

    224 downloads

    This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
    5 points
  50. Version 1.0.0

    12,371 downloads

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