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Showing content with the highest reputation since 08/30/2025 in File Reviews

    Textures so good they want me to bet the Ebon Hawk without looking at my cards
    3 points
    FULL OF SPOILERS A very cleverly designed mod that obviously has a lot of efforts poured into it. Definitely would give 5 star if not for a series of immersion-breaking bugs: 80% of the dialogues are skipping. I have to read them through feedback. One of the biggest incentives for me to install this mod is Jolee. However, the whole time he is just a walking doll because all of his dialogues are skipping and I can't interact with him either. I checked tslpatcherdata and found all the sound files from Jolee, and am 100% positive that they're supposed to play. Some new items are cool (e.g. the star forge/revan robe) but as soon as I try to wear them, the game crashes and quit At some points the maps are completely white out, I believe it happens whenever I return to an area that I have entered before Some other minor issues: those are purely my two cents and may not apply to anyone else, and I do not intend any disrespect to the author in any way. The quest description is kinda confusing throughout, and there are many locked doors that only unlock after certain progress is made. For example, when I got the quest to find a shuttle, I went back to the valley twice because I think there might be new trigger points there, and completely forgot about the locked doors. There are also other confusing situations. When I rescue the Mandalorian, I am immediately transported to outside the temple. I thought it was just another bug and went back into the temple to find the mandalorian in the detention area. As I couldn't find him there, I thought the game is broken so I reloaded, and was put in the same situation, again ... Turns out that instant transportation is intended, and the Mandalorian is right there, 200 meters in front of me. If some transition animation is added, or if the Mandalorian is placed closer, it would be a lot less confusing. Adding more annotations on the map could help, too. TL;DR ... When I fail to make tangible progress on a quest after running literally everywhere, I start to lose interest. This applies to the vanilla game, too, especially on Nar Shaddaa. The reused Malachor depth map has a lot of broken textures, and the whole Malachor surface is something that I could do without. This applies to the real Malachor surface, too. The most negative impression I have about this mod comes from the beginning: a broken, reused Malachor map, and a Jolee doll whose dialogues are completely skipped ... Things get a lot more exciting in the temple, though. I could do without some of the prequel lines. I think the author might intentionally put it there for a laugh ... while I did crack at those lines, they felt kinda out of place and cliched. Sion's guest appearance and his lines also felt out of place. The quest concluded very abruptly and makes little sense. This impression may well due to dialogue skipping. Yes, Sion's lines are skipped, too. 🤦 K1's tombs are great because 1) there are motivations for you to visit the tombs; 2) each tomb is associated with unique story and character: Ajunta Pall's tomb has a regretful Sith Lord and Shaardan; Marka Ragnos' tomb has a desparate rogue droid; Tulak Hord's tomb has a insane hermit; Naga Sadow's tomb is the final confrontation between you, Yuthura and Uthar. The tombs in this mod, while conceptually and visually as amazing as the tombs in K1, lacked both elements. You enter the tomb just for loots and fights. Arguably the last tomb in this mod remedies this deficiency to a degree, but it still feels lacking. Things that I really liked: The reskin of the Onderon Royal Palace, it's SO well done and fits Korriban perfectly well. The dialogue where you recite Jedi code against Sith code is very clever despite the fact you shouldn't know what Nihilus looks like at that point of the game, 10/10 The voice acting. Judging from the dialogues that aren't skipped: the Mandalorian and Loqi are 10/10. After listening to some Jolee's voice files I think it's a decent immitation of K1 Jolee, 8/10. The Jawas? LOL Jolee taking on an apprentice. Clever resolution for a temporary companion, too bad all the dialogues are skipped! Might totally give this mod another shot in the future if the immersion breaking bugs are fixed for steam version, somehow. It makes K2 Korriban 5x more interesting.
    3 points
    Words cannot describe how excited I was to see this mod. I'd been trying to made some HD twi'lek heads, and then this was posted like the answer to a prayer. No issues installing, and everything is running well in-game! The heads look great.
    2 points
    Beautiful, thank you Lily
    2 points
    Amazing detail! Must Have
    1 point
    My one and only gripe with this mod is that it isn't part of TSLRCM. It is such a minor yet really crucial restoration in my book and it really surprises me that the TSLRCM team hasn't incorporated into TSLRCM in another patch by now
    1 point
    Much better than the Remote Tells Influence Mod in my book. If only for the fact that the Ebon Hawk computer doesn't make that REALLY ANNOYING SOUND while I'm checking in on said influence
    1 point
    Cool mod and very creative work arounds!
    1 point
    Anyone looking to spice up their next playthrough should give this mod a shot. It provides an in-depth expansion of the vanilla Player crystal that returning players should definitely consider adding to their build(s). The quality-of-life improvements in-and-of themselves are worth the download.
    1 point
    Love all the Devaronian additions! All their voices match up and it really helps to cut down on the head repetition (as well as putting a new species in the game!).
    1 point
    That showed those loading screen what for! Much appreciated; hated running from one end of the city allllll the way to the other end.
    1 point
    *Looks at profile pic; looks at mod* Just... awesome. Thanks a ton!
    1 point
    This mod deserves more than 5 stars, but 5 is the max. Seriously everyone should try it. I've played most of the mods that add new content to Kotor (both 1&2), and this is one of the best. As far as Kotor 1 is concerned this mod definitely is the best one. It is so well made, well written, well acted, I really can't fault it in any way. And beyond all of those things, this mod has a certain charm to it that is lacking in the other big mods. It truly feels like an official expansion pack. And it is an expansion pack, it's huge. The mod author has clearly made an effort to avoid spoilers, so I won't give any specifics about the content, but suffice it to say that it delivers in every way. It's so good that I actually removed some of the other big mods from my modpack, they were incompatible, and this one is far superior (sorry but facts are facts). As I said above, this mod, in every way feels like an official expansion, and I highly recommend it to everyone. It now has a permanent place in my mod build. And one last thing, the creator of this mod also deserves credit for how passionate they are about it, you can tell that it's a labor of love. And they also deserve credit when it comes to support. They answer questions and address problems very quickly. When I posted on the Nexus page about an incompatibility between this mod and another, they created and posted a compatibility patch for it while I was still researching how to create one myself, saving me a ton of time and effort. And my case isn't special, if anyone goes to the Nexus mod page you will see just how supportive this person is. They are a top notch content creator.
    1 point
    Awesome mod! I do have a question tho. There was a log in Revan's quarters that said your fractured mind couldn't comprehend it and to review it after defeating Malak. is there a way to return to the ship after completing the game or am i missing something?
    1 point
    This mod does an awesome job adding a variety of HQ heads to the game. Even though it's a small thing I like the variations each head has, it's just nice to have a few options to play around with. Can't wait to see what you do next
    1 point
    Terrifying, no notes. Never been happier to be one-shot out of nowhere.
    1 point
    great work, of all the mods in the comminty build this is one of my favorites
    1 point
    This is great! I have always been frustrated that you couldn't train Visas for a prestige class - but now you can! Thank you! Great mod!!!! Perhaps in the future the option will come along that you can train Atton, Mira, Disciple, Handmaiden and Bao-dur in Prestige Classes - that would be great too! ☺️
    1 point
    I beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
    1 point
    This is really good. Really really good. The best Sleheyron story yet, and a great hope for SithSpecter's ! As Sao explained, a more compatible version will come out soon. We're currently working on it. I can't wait to have Sleheyron integrated into my modded installation, and I'm sure you can't either ! Edit : We finished working on the Holopatcher version everyone, it's there! Which means you can now integrate this compatible version of Sleheyron into your modded installation, enjoy! PS : He said 5 hours of new gameplay, but if you do everything in details and explore every dialog it can be way more than that
    1 point
    Another ESENTIAL mod!!! ;D :)))) If mine isn't exactly the same, it's because I tried and combined/mixed many interior texture mods for Ebon Hawk as well. I still like the end result. ^^
    1 point
    Hi bro, thank you on behalf of the entire Kotor community for this beautiful work. I love it... But I'd like it in Spanish. I have experience translating games and mods. I'd like to know if there's a possibility we can chat so I can help you translate the entire mod into Spanish.
    1 point
    Around a decade past the original demo, and Revenge of Revan: Episode 1 is here! It was exciting to play this on stream. But how good is it? Well... I feel like this mod's original assets are absolutely stellar! The villains look really cool, and having your species actually affect some dialogue options was a good laugh. It's a super awesome mechanical feat that I didn't know was possible in KotOR. (I got called a worm-headed skank! 😨 Made me cackle.) The original music is also shockingly beautiful, I wish I could have them in my own Star Wars vibes playlist! It was that good. But... I wasn't a fan of how linear this felt. Every area had a bunch of stuff where it felt like "oh clearly I can come back here later" and I never did. Quests didn't even really update to accommodate for that to tell me where I should be going, but I knew where I should be anyway because there were no side areas anywhere. It was impossible to get lost, and for some reason I wasn't a fan of that. It felt a lot more restrictive than Kotor 2, or even Kotor 1. And that linear-ness wasn't helped very much by the amount of completely reused areas. Every module from Dxun is reused, minus the thunder and rain. There were a couple of neat set pieces that helped, like the end of the Jungle, but for the most part it felt like literally retreading old ground. Many aliens and props were also reused, and I struggle to find a concrete reason why some were there. The Market area of Onderon is the biggest offender, as there's so much stuff packed into that module that it felt really awkward and not very unified. I feel like a lot of the details could have been separated into other modules. Some retextures are desperately needed, I think, along with some of the aliens or creatures to make them fit more into a solid Corellian lore. There's also a big dialogue gripe that kept ticking me off. I get that you're only supposed to be a Padawan, but more often than not, it felt like you were punished by choosing skill-related options. You would get chided by your two companions for making an observation that they thought was obvious, or just plain wrong. It felt like you were called stupid for USING skills or stats that you put points into, rather than being rewarded with unique dialogue or rewards for it. (And I certainly felt stupid for putting points into any skills, because I never needed any of them.) It also felt like there were way too many options that should have just been a regular answer, rather than something smart or "aware" for you to say. Skill options should be few, but should have some sort of significant impact on the dialogue, like skipping a big chunk of explanation, or actually changing someone's mind. This isn't even mentioning that all of the actually important characters have no audio, something you'd think would be prioritized over some random guard with an AI Tiktok voice. My main complaint with the mod though is this: What does this story have to do with Revan OR the Exile? I get that this is only Episode 1 and Revan obviously isn't going to be seen now, but all the time I was just thinking "what does any of this have to do with Revan?" NPCs seem to just bring him up for seemingly no reason. Yes he's the Prodigal Knight, yes he conquered the Republic, yes nobody knows where he is, yes he should atone for some crimes, but Revan has nothing to do with these new Sith or the politics of Corellia, and we know this. Any mention of him just feels really artificial, and the Exile is treated even worse. The Exile is such an afterthought that Bao-Dur has to think about who you're talking about when you ask. And the weird part is, it would make more sense if it was ONLY the Exile's companions that knew of the Exile, and continued their legacy. If nobody else knew about the Exile, it'd be far more interesting if someone like Bao-Dur was the one to tell you about this person like they're this mythical deity of the Force, someone who learned to live without it, and came back to impart knowledge that would forever change the Force. It's just odd to see, especially since this mod is based on KotOR 2, the only game that has the Exile, and the game that characterized Revan way beyond the barebones depiction in the first game. I'll probably still play the next episode, but like... it just felt like nothing I did mattered. There was always a specific way to play, and a specific way my character was treated. It was a little frustrating. 5/10.
    1 point
    Best cutscenes upscale mod by far, they look just gorgeous, thank you.
    1 point
    I just finished KOTOR for the first time and installed this mod through the KOTOR Neocities mod build. As it had like 100 mods, I did not really pay attention to what I actually was installing. Anyway, the first thing I did after beating the game was to find information online about I couldn't find anything. In fact, it was hard to find any information about the ship at all. And that's when I found out I had been playing a mod quest the entire time. That's how well attached this quest is to the main game. 😁
    1 point
    Thanks a lot for an excellent mod and your help!
    1 point
    I've questioned many of the developers of this project, and dived into some insane rabbit holes just to understand what on earth this project was intended to be.\ To save anyone the time of doing this themselves, let me be frank and blunt: this project has been heavily bloated full of nonsense plotlines and content that frankly makes no sense. The intro does absolutely nothing to prepare the player for the story ahead, the backlore required to understand half of this requires you almost play through the entirety of one of the TOR campaign lines (spoilers are present). There's two revisions which is important to understand. Revision 1 was HARIII's, and iiuc N-Drew's nuggets that turned into a draft. It is my understanding 90sk took those and ran with it without staying authoritative to the original revisions. I spent maybe an hour or two speaking with both N-Drew and 90sk and what I came to understand is basically this. I post this simply because I'd love to see the original revision and the new revision and their entirety of their dialogue trees and plot points, as well as whose contributions caused specific changes to be evident. From what I understand N-DreW has backed away from this project simply because it's gotten too... convoluted... for him to even approach anymore. Some of the ideas in revision 2 just make zero sense at all, such as hitting a plot point that transports one to the future to see Luke Skywalker and R2-D2. Just nonsense on top of nonsense. While it is impressive this TC actually is fully playable without softlock bugs being immediately evident, i struggle so much to get into this revision because the versioning scheme doesn't follow semvar, and it's constantly being overhauled with some large rework/new vision that makes it feel like everything I previously experienced lore-wise and dialogue-wise has been cut and no longer exists. It fails to build on itself basically. I'd love to see the full scoop of what exactly happened during development of this mod but dying to a gizka at least brought me a laugh. 10/10
    1 point
    As you noted in the readme there are some artefacts in this scene but also look at the ending what appen to vandar. Ps: your mod is great and even with that it will never get out of my mod checklist good job .
    1 point
    Very cool definitely worth checking out if you wanna try something new
    1 point
    Greetings Blue. This scripting program is pretty neat. However, I've been having issues when it comes to decompile .ncs scripts. Is there a way to bypass this error?
    1 point
    Didn't even notice the inability to use Security Spikes until I was stranded on a certain endgame world, but it works like a charm after I stashed all the Security Spikes and Security Spike Tunnelers I already had in my inventory and got Mission to make me a bunch more.
    1 point
    The installer doesn't work well with Linux(20.1 Mint), and installs the files in a ghost folder. So it doesn't recognize my kotor(steam) destination. Why can't I choose the location to install like the previous versions?? Great mod though. PD: Sorry bad english
    1 point
    I've noticed a bug with the mod. If you use this ability during any fight that gets interrupted by dialogue (such as fighting the various Jedi Masters during a DS run), it will break the encounter. The screen will fade to black but dialogue won't begin. Other than that this has worked perfectly, you just have to be careful not to use this during story critical fights.
    1 point
    KSE has been open sourced, and updates can be found here: https://gitlab.com/kotorsge-team/kse/-/releases 3.3.7a is an outdated version.
    1 point
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