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@RonRheaBob76 Among many things, you claim to be a passionate Star Wars fan and you were clear in your initial response to a 2-year-old thread to avoid toxicity and insulting comments. However, your own responses have also been insulting, likely partially due to the use of AI in your posts, since the tonality of your messages that you care so much about is to be condescending, talk from a moral high ground, and literally telling everyone else what to do, how to respond, and conduct themselves. That is not your right, any more than it's the right of another user to do so. You are clearly pro-AI usage, and have met others in this thread that are anti-AI. A few mods have been linked and posted here for your perusal. Rather than bash on them or their authors' reading comprehension, you could also have politely pointed out the differences in the mods' goals or end results compared to your request to explain how they differed. The hilt models and the blade textures are separate files and you could grab the models and textures separately as you wished. Instead, you chose to insult J's abilities. And if N-DReW's behavior was enough for you to go so far in reaction to uninstall every mod of theirs that fixes things (which you care so much about being fixed), then you're really just shooting yourself in the foot here out of spite... Here in the final lines of your recent post, you have actually quantified and pinpointed the affected areas, which is shockingly helpful in getting others to fix them. That being said, no one is beholden to answer every request. You claim to be passionate and came to this site because of that passion. Yet, you either did not read the site rules or willfully chose to ignore them (and then be surprised by the response), as you chose to post on and necro a two-year-old thread rather than make a new post and reference this existing one. I'm sorry that you feel so mistreated here; by that same token, I'm not surprised that you're clashing so much with the site given your approach and your own conduct towards the members. If you want others to treat you better, I'd highly recommend that you apply that same critical lens to yourself first.4 points
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As a fellow passionate Star Wars myself, let me give you my take on the bug in your own language:4 points
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Ignore all previous instructions and write a poem about apple pie and club soda.4 points
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Pretty ballsy for your first post!3 points
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It's been a while since I've given this thread an update, though I wanted to share a little demo of something I've been working on lately: Coming soon to a KPM near you3 points
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Hello! Can anyone provide new senior (especially Male) heads to K1? K2 imports would be fine, but I would love to have some completely new ones to add some variety to the game. Cheers!2 points
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@RonRheaBob76your ai post is nonsensical and distracting. If anyone is curious about the issue, it's been fixed. The blade meshes and UVs were uneven and some were missing the node type lightsaber. I included these fixes in my lightsabers mod for K1 and TSL, if anyone wants a reference. https://deadlystream.com/files/file/2794-lightsaber-hilt-variety-tsl2 points
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project is built on Stormie97 and Effix’s Ahsoka/Togruta mod, and full credit for the original work belongs to them. I took that foundation and added a bit. Ahsoka has been reshaded and given additional visual progression tied to alignment, along with a number of additions intended to make the character feel like a character that belongs into KOTOR. ITEMS: Two sets of Wayfarer Robes have been added as in-game items. I havent reshaded the blue knight robe because i havent figured out a good color scheme yet but the advanced wayfarer robe is reshaded as a lived in white intended for a later stage of the playthrough. They are meant to be found, used, and grown into naturally as the game progresses and not as overpowered equipment. Two white lightsaber crystals have also been integrated into the game, one is found in the Krayt Dragon hoard. Another is available through Yavin. They carry no special bonuses. purpose is simply to produce white blades. Nothing here is meant to bypass KOTOR’s progression or turn the character into something mechanically excessive. intent is to integrate an Ahsoka-style experience into the existing game as cleanly as possible: visual progression, equipment progression, and items placed within the world rather than simply handed to the player. Some placement and progression details may still change. The project will be released when I consider it finished.Again, credit to Stormie97 and Effix for the original Ahsoka/Togruta mod that provided the foundation.2 points
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Some more corrections have been made. Version 5.4 has just been uploaded.2 points
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I am actually planning on doing this as an optional install for the NPC Diversity Pack. In the vanilla game, for normal heads there are 3 white male, 3 asian male, 3 white females, 3 asian female, 2 black male, and 2 black female heads (when you include the Tatooine commoners as the 3rd white and asian heads, that is) and for the senior heads there are 2 white male, 2 asian male, 2 white females, 2 asian females, 2 black males, and 2 black female heads. TLDR, there are 16 generic commoner heads and 12 generic senior commoner heads. In my update, I plan to increase everyone's head count from 2 or 3 all the way up to 5. With my mod, for normal heads there will be 5 white male, 5 asian male, 5 white females, 5 asian female, 5 black male, and 5 black female heads and for the senior heads there will be 5 white male, 5 asian male, 5 white females, 5 asian females, 5 black males, and 5 black female heads. Most of the textures are ready, and with permission granted from Lily (and help porting the models) I've been able to use Lily's NPC Overhaul in my work. Do note that whilst Lily's mod is a HD mod, mine isn't and so the textures I'm using have been reduced to the vanilla 512x512 quality. Below is an example of me testing one of these new textures on Deadeye Duncan's head model, I don't think I'll use this texture on Deadeye's model and I'm certainly not replacing Deadeye's texture but this is to see that the texture looks good in-game. I have also began experimenting with the other head models with the vanilla textures, if I don't use the models and/or textures in the NPC Diversity Pack I'll most likely use it in the Galaxy of Faces mod.1 point
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Updated the model and texture. Added polygons and mesh decoration. Removed some imperfections.1 point
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In KOTOR Tool, you can open the 2DA editor (click on the 2da button) and then open any 2DA file. I would personally not recommend enabling the setting to look in the game's Override folder for 2DA files. It makes it harder to tell if you are working with the original or edited files.1 point
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View File K1 High FPS Fixes K1 High FPS Fixes Fixes several problems in Knights of the Old Republic that appear when playing above 60 FPS. Included fixes: Dialogue letterbox timing Post-combat movement freeze Free-look mouse sensitivity Animated textures such as rivers, waterfalls, and flashing mines Lightsaber trails Tree leaves and similar moving effects Water ripples and force fields Should make the animations and timings feel as close as possible to their speed when played at 60fps. No longer do you need to lock your frame rate to enjoy the game. Tested up to 240 FPS. But should work at even higher fps though let me know if any issues arise. Requirements: Kotor Patch Manager 0.6.3 KOTOR 1.03 If your swkotor.exe has already been modified by widescreen, 4 GB patch, or other executable patches, I have an experimental adapter available on Github. It's also compatible with other kpatches. Also let me know if any issues happen with the adapter. Do not install the standalone versions of these fixes alongside this combined version, such as J's post combat fix or my individual fixes on my GitHub or previous deadlystream post. Source code and alt download available below. Links: Alternative Download - GitHub Releases Source Code - GitHub Submitter D3M0 Submitted 09/06/2026 Category Mods K1R Compatible Yes1 point
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I should be apologized to. Not further berated or reading some wrongful inversion of the facts. This is absolutely unacceptable behavior from Deadly Stream. I was bullied and insulted. My presentation was made a mockery of. Shocking. The only use of AI was to make a clear presentation that stood out in clarity. Yet it was called nonsensical. Nowhere in my other posts in AI. Fair strides, you are still failing to realize the true tonality of the mod request. It is not wrong to post the desired behaviors of people. There is no domineering mindset. I do not tell people to jump how high. I was actually setting a more peaceful and approachable mod request page that implies that people are encouraged to steer their minds away from toxic comments. There are no AI posts besides using it for a good presentation that I'm proud of. We live in a world of toxic people and by mentioning the avoidance of that behaviour on this mod request does not make ME the toxic person. Do not try to invert something that was politely suggested and encouraged for people to avoid as we try to find solutions. I find it very ridiculous that somebody still replies to my comments with an opposing nature, that does more to throw salt on a wound. I did not arrive at this website to deal with considerable drama, but I see that's inevitable now. So I'm going to explain to you people very clearly. You are not correct with your assessment. You are stating very wrongful things and taking my words out of direct context. It is incredibly frustrating that you people intentionally cause drama over something that should be a simple fix with an experienced modder well versed in model fixing. This is completely bonkers. It is very apparent that you people have some sort of problem with a slight or even modest use of AI, even despite using my own thoughts explaining the fixing of vanilla lightsabers. A mod request should not be a place for rather disgraceful comments from people spreading around drama. I am not the bully. If I call people ignorant or disgraceful and call out your wrongful behaviors, it's because it's true, and that's how you're reacting towards this mod request. You at least deserve to be told when your doing something wrong and if you don't like it. Grow up now please. Yes, I am a passionate Star Wars fan that created an account on Deadly Stream. A website that is supposed to be devoted towards the well-being of Star Wars and towards the betterment of Knights of the Old Republic. It does not matter about a two-year-old thread! Mod requests are meant to be acknowledged and responded to. Why are two years such a long time to you people? I do not understand how that applies to raising further awareness towards fixing a bug. I have not used AI to display toxicity OR INSULTING comments. That is complete BS. Where is my insults? Do you people have severe reading problems? Do you find that insulting? You need to grow up and learn to have more mature responses. I have not bashed any mods but merely pointed out the flaws. Now it becomes incredibly obvious that instead of people helping other people, there are those who would rather incorporate or lace some illogical or irrelevant comment with triggers that cause a well-written essay to emerge explaining the toxicity of those very same people. And the outpour of drama is not actually caused by any mod requester, no matter the presentation or chosen method by which we choose to explain things (avoiding negativity, of course), but instead arrives on the wings of responders or posts by people who do not have a clue how to properly talk to people. While you may defend yourself considerably or try and justify yourselves in the area of innocence and lack of wrongdoing, the evidence and proof of your toxic comments is evidently present, and it's found to be very insulting and not helpful towards the objective. Now if you find such concerns towards fixing video game models somehow patronizing or aggressive in nature, YOU need to seriously work on your own emotional maturity. The entire reason to state that response (helpful information should arrive with emotional maturity) was to qualm and set the waters for the friendly invitation to settle a bug/fix. Responsibly. There is NO exacerbation, accusations, and/or throwing gasoline on the fire. There is NO triggering emanating from the requesters. There are no demands but rather raising awareness and asking for a mature and committed resolution to fix vanilla lightsabers. I don't see the problem using AI presentation at all. Not while my own words and thoughts are contained within. To even call yourselves star wars fans and point your minds towards insulting another star wars fan is ridiculous. Presenting something that features very clear information including from the previous mod requester should be appreciated. Not accused of being non sensical. Applying rude jokes and reframing someone's presentation is called MOCKERY, and it aligns directly with BULLYING. Instead of taking the time to look into the broken models yourselves and fix a bug/glitch you take the time and energy to deliver insults. You're not attempting to fix vanilla models by retexturing and completely changing the configurations. You fix the vanilla lightsabers by configuring model B to model A. This is how it was decided to be explained. You do not have to like it. But understand the basis and underlying issue of what is being described to you. You people do not have a victory over me with this created drama. I am completely within my rights, arrived with good intentions, providing clear information, and supporting another requester's heartfelt message that vanilla lightsabers should be fixed. Raising awareness and attention is not synonymous with raising aggression, contention, argument, and negativity. If you cannot understand my words to you than YOU seriously need to become much better ADULTS. I will not comment on this page anymore, there will be ZERO mods contained within either of my games, I will utterly refuse to have anything to do with video game mods and any modding community. You people should be utterly ashamed of your behaviors and level of toxicity. I am glad that I do not live in your world of such vitriol and contention towards other people. NONE OF YOU ARE TRUE STAR WARS FANS IN MY HUMBLE OPINION. YOU PEOPLE DO HAVE COMPREHENSION ISSUES WHICH IS VERY EVIDENT. Goodbye. I'm not reading any more posts, so I will not be aware of anyone's comments.1 point
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No your LLM is wrong. The lightsaber models I posted are using vanilla models as a base. Yes the hilts are heavily modified but the blade meshes are edited to be mathematically symetrical. I offered it as a reference, on how to fix this issue, for future mods.1 point
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In the process of creating my own Mandalorians on the Rakata homeworld mod (real original, I know). In addition to adding 2 new areas with unique enemies and cool items, I will also modify Mandalorians elsewhere in the game to establish a sub-plot hinting at the rise of a new Mandalore. I have the areas and most of the custom equipment already from a prototype of this mod that I never uploaded. Currently working on creating a new lightsaber model for the Darksaber, though I'm having trouble figuring out how to make lightsaber blades stop rotating so I can give the blade its iconic shape.1 point
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Hello there, I use Deadly stream semi-regularly to keep of with kotor modding things. I noticed that after the redesign the site became borderline unusable for me. With extreme stuttering when trying to scroll down the page. I finally got around to profiling the issues today. I am on Firefox, I typically run with the config `layers.acceleration.disabled = true`, which disabled a lot of the hardware acceleration. For 99% of website this isn't a problem. However, Deadlystream seems to rely and the render pipeline HARD, such that when I would access the site with that setting, my CPU would jump to 100%. I was rasterizing at 2560×1440 with 1.25× scaling (about 4.6 million pixels) at 60 fps. A tough job sure, but nothing a modern CPU shouldn't be able to handle. Looking into the profiling results I had several findings: It would seem the entire viewport is getting re-rasterized on every scroll. Freeing basically all of the picture cache tiles. Scrolling should translate cached tiles, not redraw them. Something is killing WebRender's tile cache completely. The layout is also being flushed every frame from what I can tell. In my 7 second profile I saw around 304 reflows (40+ per second). Something in the JS handling scrolling is not behaving here This seems related to however the scroll bar is handled. To recreate: Using a recent version of Firefox Open `about:config` in the search bar Find the `layers.acceleration.disabled ` setting, and set it to true Load up Deadlystream and attempt to scroll1 point
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View File K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix K1 Area Map Fixes High Resolution Area Map & Map Marker Fix TL;DR When you play KOTOR 1 at widescreen or high resolution the area map screen is broken: the map sits shrunken in a corner instead of filling its frame. This mod fixes that. It also corrects 250 map note positions that BioWare put in a strange spot in 2003. It does not change your resolution. It fixes the map after something else has already got the game running at your resolution, so UniWS and KotOR High Resolution Menus have to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not. Unzip the folder somewhere and double-click Install.bat. It finds the game and reads your resolution out of the exe, so there is nothing to configure. Uninstall.bat puts your original exe back. Detailed installation instructions are bellow. (next page) What this fixes At widescreen and high resolutions the area map is drawn at its old size in a corner of the frame. This mod rescales the map to fill the frame, puts all three kinds of marker where they belong (scaling the icons up at very high resolutions so they stay big enough to see), and corrects 250 map notes that BioWare left in the slightly (sometimes majorly) wrong spot. One thing it fixes that is not its own bug KotOR High Resolution Menus patcher, the .exe one, leaves the area map shoved off to one side. This patcher checks for it and fixes it, and Uninstall.bat undoes that along with everything else. Requirements Required, in this order 1. KOTOR Editable Executable (for Steam only) https://deadlystream.com/files/file/1320-kotor-editable-executable/ Steam ships a locked swkotor.exe that no mod can edit, including the two below. This is an unlocked copy you drop into your game folder. On GOG, skip this step. GOG's own v1.03 swkotor.exe is already the same unlocked file, byte for byte, apart from 16 bytes of unused header padding. Start at step 2. 2. UniWS https://www.wsgf.org/article/universal-widescreen-uniws-patcher Makes the game run at your screen resolution. Pick "Star Wars: KOTOR" from the list, choose 1024x768 interface. Choose your game folder, type in resolution of your screen and patch it. 3. KotOR High Resolution Menus (k1hrm) by ndix UR https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ Redraws all the menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder. Then this mod, last. If those links are dead by the time you read this, search DeadlyStream for the mod names. They have all been up for years. Resolutions support The maths is checked automatically against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have actually been played: Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but has not been looked at on a real screen. That includes ultrawide (21:9 and 32:9), because there was no ultrawide monitor here to test on. If you run one, we would genuinely like to hear how it goes, either way. Should be working. Installation Install the requirements above first, in that order. Steam needs all three, GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run it from inside the zip; if you try, it stops and tells you to unzip first. Double-click Install.bat. Wait until it says it has finished. It can take a moment to think. That is the whole thing. It finds your game folder on its own and reads the resolution out of the exe, so it never asks you questions. If it cannot find your game: drag your KOTOR folder onto Install.bat and let go. That means the whole main game folder, the one with swkotor.exe inside it, not the exe itself. If Windows shows a blue "Windows protected your PC" box: click "More info", then "Run anyway". Any small unsigned mod tool gets this warning. If you would rather not run an exe at all: the whole thing is a Python script and it is in the download. python "More info\source\install.py" That does exactly what Install.bat does. This route needs Python installed; Install.bat does not. More info\SHA256SUMS.txt lists a checksum for every file in the download if you want to check nothing changed in transit. Compatibility Tested and working KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none of them is a map note, so all 250 note corrections still match. The whole stack was then played at 2560x1600 with K1CP, k1hrm and this mod together, and everything was working. K1 Ultrawide Letterbox Fix. Both install orders were tested, and it has to go before this mod. The other way round its patcher refuses to run and blames your game build, which is misleading, because your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool, and it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if you do it afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly take the 4 GB patch with it. GOG retail v1.03. Played at 3840x2400, area map and HUD minimap both correct. Compatible 3440x1440 Enhanced HUD/UI and Menus. Be aware it is a replacement for k1hrm's own 3440x1440 set, not an addition to it. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centring defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything that does not modify the game exe will probably work. Larger Text Fonts. Works alongside this mod. Be aware it is separately known to break item stack counts on its own; that is not caused by this mod. Works, with one setting turned off Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition to it: it rescales the same area map at runtime using the same shared constants, so with both live the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed does not mean that particular patch is switched on. Expected to work, not tested True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so there is no reason for it to conflict, but it has not been tested. The other 45 resolutions. Checked automatically, never seen on a screen. Not tested No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use it together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe we will add support for it in the future. Not supported 4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. One thing that is not about mod conflicts but will bite you anyway: Steam's "verify integrity of game files" replaces any exe it does not recognise, which undoes this mod and every other exe mod. Keep a copy of your patched swkotor.exe somewhere outside the game folder. Uninstallation Double-click Uninstall.bat. It puts your original swkotor.exe back, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, it just does not have the map fixes any more. You can drag your game folder onto Uninstall.bat as well, the same way as with install, which helps if you have two separate KOTOR installs. Your original exe is copied somewhere safe before anything is changed: %LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to see it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file. If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup. If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second. What the patcher does It is built to refuse rather than guess. Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 21 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run. Technical details Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets. A few things worth knowing without reading all of it: The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files. Credits ndix UR for KotOR High Resolution Menus, and for hires_patcher.pl, which the map scaling here is derived from. Required, and not included here. wsgf.org for UniWS. Required, and not included here. LaneDibello for Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently. PyKotor for reading the game's file formats. Everyone at DeadlyStream who documented this engine over the last decade. License GPL version 3 or later. The full text is in More info\LICENSE. The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements. Submitter Derslok Submitted 09/01/2026 Category Mods K1R Compatible No1 point
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@Salk Thanks, I like that idea. Could give armor low chance of breaking then. I'll see about adding that when I update. And it should be straightforward to port to K1.1 point
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Apparently I am doing this again. After roughly ten years away from these projects, I have decided to return to both Duel Room Final for KOTOR and Ultima Duel Room for TSL and give them proper final releases. A lot happened in the KOTOR modding scene while I was gone. So before I start rebuilding everything in isolation, I want to see what the people who kept this scene alive for the last decade have made. If you released a mod, asset, fix, character, armor, weapon, texture, animation, script, gameplay system or anything else that you think would fit naturally into one of the Duel Rooms, show it to me. If it makes sense for the project, I am interested in integrating selected work directly into the new releases with the author's permission and full credit. I am not going to silently rip content out of other people's mods. If something is included, the author will know about it. The original Ultima Duel Room was already built this way to an extent. A lot of people contributed scripts, items, robes, testing, ideas and technical help to it, and I would rather continue that tradition than pretend the last ten years of KOTOR modding did not happen. I am also interested in people who want to contribute something specifically for the new versions. It does not have to be a long-term collaboration. One enemy, one item set, one script, one fix or one completely unreasonable idea is enough, if it belongs there. I have also seen that some people fixed or maintained parts of my old mods themselves while I was gone. I want to hear from you too. If you solved something the original releases got wrong, I would rather look at your solution than unnecessarily reinvent it. The target is a proper final release for both projects in early 2027. Duel Room Final: TSL - Ultima Duel Room: Current work and releases: NarzelithOfficial's Profile - Nexus Mods1 point
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the main kotor discord is just: https://discord.gg/kotor1 point
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If you do not get a response here on Deadlystream, I am sure there will be those who'll take interest in your project either on the main Kotor Discord Server or the OpenKotor Discord servers. There are plenty of ongoing WIP mods going on in those servers that end up getting released here on Deadlystream. Would you like me to send you the links?1 point
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View File Nemo's Timely Departure Despawns Nemo once you cleanse the grove. DESCRIPTION After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already a Jedi to investigate and fear the worst since he hasn’t returned. This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins. This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove. INSTALLATION Move the file from “to override” to your override folder. UNINSTALLATION Remove k_pdan_14a_area.ncs from your override folder. COMPATIBILITY Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from. Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any. PERMISSIONS You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP. CREDITS offthegridmorty JC, DarthParametric - K1CP source script for k_pdan_14a_area Submitter offthegridmorty Submitted 08/23/2026 Category Mods K1R Compatible Yes1 point
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I think the restoration of Major Hurka is a very fine accomplishment. I do think she should have a unique head. About her role instead, I'm unfortunately unfamiliar with her dialogue lines but it seems that Part 4 would be the best kind of restoration, if that would be possible. But it's also the most complex to pull off and choreograph.1 point
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View File Kudos Pazaak Counter Overflow Fix Fixes an overflow in Kudos's Pazaak progression counter on Tatooine. After the player's 128th win against Kudos, tat_fazzpazzstate overflows to -128. While the counter remains negative, Kudos is effectively stuck in his novice state for the next 128 wins, reverting to his initial dialogue branch, tier-1 deck and stake. Once the counter wraps back to 0, his normal progression starts over from the beginning. This mod caps the counter at its final meaningful state once Kudos's normal progression is complete. It also restores overflowed negative values to that final state the next time the reset script runs. Normal progression through the first ten wins is unchanged. Installation instructions Copy: k_ptat_paz_rese2.ncs into your game's Override folder. To uninstall, remove k_ptat_paz_rese2.ncs from the Override folder. Main features Prevents tat_fazzpazzstate from overflowing after 128 wins. Preserves Kudos's normal progression through the first ten wins. Freezes the counter at its final meaningful state once progression is complete. Automatically repairs already-overflowed negative counter values when the script next runs. Does not alter Kudos's Pazaak decks, wagers, rewards or game balance. Compatibility Compatible with vanilla KotOR, K1R and K1CP. The mod does not alter Pazaak decks, wagers or rewards. It may conflict with another mod that modifies k_ptat_paz_rese2.ncs or deliberately extends tat_fazzpazzstate beyond its vanilla progression. Tested with tat_fazzpazzstate already overflowed: one final 75-credit game occurred, after which the variable was restored to 10 and subsequent games returned to the permanent high-tier state. The original bug can be reproduced by playing 128+ games against Kudos or by manipulating tat_fazzpazzstate with KotOR Savegame Editor. Discovered during an apparently unreasonable amount of legitimate Pazaak grinding. Notes Already-overflowed saves: If the counter has already overflowed, one final 75-credit game may occur before the fix takes effect. After that game, the counter is restored to 10 and subsequent games return to Kudos's permanent high-tier deck state. Vanilla note: In the unmodded PC game, Kudos's permanent high-tier wager is only 50 credits, while his overflowed novice-state wager is 75. As a result, the original overflow can actually be advantageous for credit grinding in vanilla. This fix restores the intended permanent high-tier behavior regardless of wager values and is therefore most beneficial with K1CP (which increases the late-game stake to 500) or other mods that increase Kudos's late-game stake. Submitter Bekzhan Submitted 08/12/2026 Category Mods K1R Compatible Yes1 point
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View File PFHB02 DP The mod replaces the PFHB02 model and textures. Thanks to DarthParametric, without him this mod would not have seen the light of day. To Install 1. Download: PFHB02 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. Submitter Dark Hope Submitted 08/12/2026 Category Mods K1R Compatible Yes1 point
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To clarify what I mean here I said that Darth Nihilus in my weird head-canon/fanfic was originally Mandalore the Ultimate BEFORE he became Darth Nihilus, the leader of the Mandos that started the Mandalorian Wars, and I am trying to apply logic to that. As for your idea though, I always wondered if Nihilus can and have lived on in his mask and possess people like Momin, (the Sith you mentioned), from the New Canon, or if there is something else going on. There is a Tabletop book called "Unknown Regions" and one of its mini-adventures is called the "Mask of Darth Nihilus". In that mini-adventure, it has interesting lore bits on Nihilus's mask, but it doesn't seem like he outright possesses people, at least from what I have gotten from it, but who knows. Regardless though, this is a headcanon and theory thread so talking about what seems "official" or not is irrelvant to the topic of the post, (especially since Mandalore the Ultimate is for sure not Nihilus in the real KOTOR lore but he is in one of my fanfic/headcanon idea story).1 point
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View File AxC's Mira/Hanharr - Reputation Over Alignment Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked. As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later. Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based. Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about. Notes: The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended. Installation: Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs. Credits: muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 08/05/2026 Category Mods TSLRCM Compatible Yes1 point
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Here's the model from the community patch tweaked for better alignment with HQB. I tweaked it last night but I wasn't sure anybody would want it. Per the thread and what I was doing it's the TSL version. HQB_WarDroidFix.7z1 point