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Showing content with the highest reputation since 08/02/2026 in Posts

  1. The mod has been sent for publication.
    2 points
  2. 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
  3. Some more corrections have been made. Version 5.4 has just been uploaded.
    2 points
  4. If you're referring to the model variation, there are 255 model variations available for each item class. It's possible to add new item types with a different one but otherwise the same properties in most cases if you really need to. I note which ones I use in my readme files and hope there isn't a conflict.
    2 points
  5. 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 Yes  
    2 points
  6. 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 No  
    1 point
  7. It's been more than four years. How about an honest answer?
    1 point
  8. Sorry about the necropost, but I just read through the entire thread again and thought it is such a shame that so much work done on version 2 never saw the light of the day. @CarthOnastydid write that he cannot let things go and I believed him! 😅
    1 point
  9. @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
  10. Experiment report: Mesa GL-on-D3D12 / zink for KOTOR 1 in CrossOver on Apple Silicon (negative result, fully mapped) TLDR: I tried replacing KOTOR's OpenGL path with modern Mesa (mesa-dist-win) inside a CrossOver bottle on an M3 MacBook Pro, hoping to bypass Apple's deprecated OpenGL driver. Mesa's WGL layer itself works with KOTOR, but both GPU backends (d3d12 and zink) fail at device creation in 32-bit. Software rendering (llvmpipe) runs the game, proving where the wall is. If you were considering this route: here's where it breaks, so you can save an evening. Setup M3 MacBook Pro, macOS (Darwin 25.5.0) CrossOver, Windows 10 bottle, wine build wine-11.0-8726-g2e2f5fca349 KOTOR 1, GOG Windows version, 32-bit exe Mods: K1CP, UniWS 1920x1200, ndix UR HR Menus, HQ Skyboxes II, High Quality Blasters Game fully playable as-is (windowed, Frame Buffer Effects and Soft Shadows off, Disable Vertex Buffer Objects=1). Some scenes lag because KOTOR's fixed-function GL 1.x goes through Apple's deprecated OpenGL driver. Hypothesis Inspired by the ostriv-macos repo (maksymenkoml), which drops Mesa's libgallium_wgl.dll next to a game exe in a CrossOver bottle: route KOTOR's GL through modern Mesa instead of Apple GL. Chain would be Mesa WGL -> gallium d3d12 driver -> D3D12 -> Metal, or alternatively Mesa -> zink -> Vulkan -> MoltenVK -> Metal. Method Downloaded mesa-dist-win prebuilt release (pal1000's repo, release-msvc.7z). Copied from the x86 folder (KOTOR is 32-bit): opengl32.dll, libgallium_wgl.dll, dxil.dll next to swkotor.exe. (Note: libglapi.dll no longer exists in recent releases, glapi was merged into the main DLL.) Wine Configuration -> Libraries -> opengl32 -> Native then Builtin. Launched from Terminal with GALLIUM_DRIVER set explicitly per run, logging via tee. Results Run 1: GALLIUM_DRIVER=d3d12. Black fullscreen window, then access violation (c0000005), null pointer at address 00000000. Key log lines: vkd3d:err:d3d12_device_init Cannot load DXIL conversion library, DXBC-TPF shaders won't be supported Mesa: error: GL User Error: glGetFloatv called without a rendering context Mesa: error: GL User Error: glClearColor called without a rendering context [... many more GL calls without context ...] wine: Unhandled page fault on read access to 00000000 at address 00000000 Surprise finding: D3D12 inside this bottle is served by Wine's vkd3d (D3D12-on-Vulkan-on-MoltenVK), not D3DMetal, at least for this 32-bit exe. vkd3d cannot load the DXIL conversion library, so it cannot consume the shaders Mesa's d3d12 backend produces. Device init fails, context creation returns null, the game calls GL blind and dereferences null. Run 2: GALLIUM_DRIVER=zink. Identical crash signature, no vkd3d lines, no evidence of a Vulkan device being found. Same "GL User Error: called without a rendering context" cascade, same null-pointer crash. Zink found no usable 32-bit Vulkan device through MoltenVK in this bottle. Run 3: GALLIUM_DRIVER=llvmpipe (control). The game runs. Extremely slowly, as expected for software rendering on an emulated x86 CPU, but it renders and reaches the game. Diagnosis Mesa's WGL layer is compatible with KOTOR under CrossOver: contexts get created and the game renders when a device exists (llvmpipe proves this). The failure is specifically 32-bit GPU device creation through the macOS translation stack: d3d12 backend: blocked by vkd3d's missing DXIL support. zink backend: no 32-bit Vulkan device available via MoltenVK in the bottle. No environment variable fixes this; there is no 32-bit GPU device to hand Mesa. What might change this in the future CrossOver routing 32-bit D3D12 through D3DMetal (or D3DMetal gaining whatever this path needs). vkd3d shipping working DXIL conversion in CrossOver's build. A working 32-bit Vulkan/MoltenVK path inside the bottle for zink. If any of those land, this experiment is worth rerunning; the Mesa side of the equation already works. Rollback Complete and clean: delete the copied DLLs next to swkotor.exe, remove the opengl32 override in Wine Configuration, done. Game back to its known-good state in two minutes. Conclusion Negative result, but precise. KOTOR on Apple Silicon via CrossOver remains playable with the usual setup (windowed, FBE and Soft Shadows off, VBOs disabled), with some scene lag. And worth remembering: part of that lag (Taris streets, Dantooine grass) stutters even on native Windows. Logs available if anyone wants the full output. May the Force be with you.
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  11. 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 Mods
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  12. This is good too know! I know that we have some folk in the OpenKotor discord that have experimented with similar things. We've also done graphical hardware patching on the windows versions. There are some plans to do Mac OS patching in the future to try and fix some of the issues on that platform, though it's pretty back-logged right now. Getting things running on Apple Silicon would be pretty huge, though. You're welcome to join and share thoughts/findings if you're interested. I'm sure people over there will have takes: https://discord.gg/wS3YNGyMFe
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  13. 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
  14. The mod has been sent for publication.
    1 point
  15. 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 scroll
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  16. The mod is stuck in moderation.
    1 point
  17. 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 08/24/2026 Category Mods K1R Compatible Yes  
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  18. 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.
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  19. "What do we all think of my plans for Major Hurka in RC-K1CP? And above all do any of us feel I need to give Hurka a new appearance? Whilst I cannot use K1R's appearance it would be very easy for me to just remake it myself from scratch. If you guys would like me to give Major Hurka a unique appearance I shall make it and I shall report back and show you guys what I've made in the next WIP update." Major Hurka textures are already included in my mod: https://deadlystream.com/files/file/2808-heyoranges-sith-uniform-reformation-revised/
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  20. The RC-K1CP update is out and we can now finally play Kotor with restored Iriaz. In the meantime, here is a preview of something I am working on. Major Hurka has been added to RC-K1CP in the most recent update, though only as a hostile NPC. Major Hurka content could come in four parts, which goes as follows: Part One: Adds Major Hurka and several Sith Guards to the Command Deck Medbay as hostile NPCs. This has already been done. Part Two: Make Major Hurka neutral whilst the Sith Guards are hostile (like Ada the waitress in the Vulkar Base). When you speak to Hurka, her restored dialogue will play but all attempts to use her to open the Bridge door will fail and will always result in her attacking you. Part Three: Add a basic system that'll have Major Hurka unlock the Bridge door for you in the form of her giving you a passcard. Part Four: Add a proper system similar to K1R wherein Major Hurka actually unlocks the Bridge door and possibly even takes you beyond it. What do we all think of my plans for Major Hurka in RC-K1CP? And above all do any of us feel I need to give Hurka a new appearance? Whilst I cannot use K1R's appearance it would be very easy for me to just remake it myself from scratch. If you guys would like me to give Major Hurka a unique appearance I shall make it and I shall report back and show you guys what I've made in the next WIP update.
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  21. This is an Ahsoka mod I found on nexus originally but changed the skin a bit and added full ds transition based more on how it might look in the game. Wip. Oh and theres my tailored juhani. Bc i like the way she turned out. shes a hodge podge
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  22. View File PFHA04 DP The mod replaces the PFHA04 model and textures. Thanks to DarthParametric, without him this mod would not have seen the light of day. To Install 1. Download: PFHA04 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 08/16/2026 Category Mods K1R Compatible Yes  
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  23. View File Keanu Reeves Inspired Player Head (K1) This mod adds a fully selectable male player head inspired by Keanu Reeves to Star Wars: Knights of the Old Republic. FEATURES • Custom high-detail head model with corrected in-game UVs and opaque 2048x2048 textures. • Neutral, light-side, and progressive dark-side head textures that change with alignment. • Matching alignment-aware cinematic portraits for character creation, the party interface, and the HUD. • KOTOR I-native facial animation support: blinking, eye movement, lip sync/phonemes, and expressions. • Rebuilt mouth articulation that opens through the natural upper/lower lip gap. • Repositioned teeth and a fully enclosed, dark oral cavity that prevents see-through gaps from frontal, oblique, side, and reclined camera angles. • Corrected neck and jaw shading across the welded source-model boundary. • Long hair configured for KOTOR I's native danglymesh simulation. • Merge-safe TSLPatcher installation for heads.2da, appearance.2da, and portraits.2da, including the installer info document. • No executable patch is required. INSTALLATION 1. Extract the archive outside your game folder. 2. Close KOTOR I. 3. Run TSLPatcher.exe and select the folder containing swkotor.exe if asked. 4. Start a new game and select the new portrait during male character creation. Install after major restoration or community-patch packages. Do not copy the tslpatchdata folder directly into Override. See the included README for complete compatibility and uninstall information. COMPATIBILITY This release is for KOTOR I only. It uses TSLPatcher and unique resource names, and is designed to coexist with K1R and other merge-safe mods. Install this mod after K1R or other large content packages. CREDITS • ShaolinGhost — concept, source asset, direction, testing, and release. • Ghost Studio — KOTOR head conversion, facial rigging, native-hair setup, packaging, and verification workflow. • BioWare and LucasArts — KOTOR I and its original PMHA04 animation/rig foundation. • Stoffe — TSLPatcher. PERMISSIONS You may make personal edits. Do not re-upload, redistribute, or include this mod in another public release without ShaolinGhost's permission. DeadlyStream staff retain the maintenance rights described in the site's upload terms. DISCLAIMER This is a non-commercial fan modification. It is not affiliated with or endorsed by Keanu Reeves, Lucasfilm, Disney, Electronic Arts, BioWare, or any other rights holder. Use at your own risk and keep backups of modded files. Version: 1.1.1 Game: Knights of the Old Republic Contains ported content from another game: No Submitter ShaolinGhost Submitted 08/10/2026 Category Skins K1R Compatible Yes  
    1 point
  24. 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 Yes  
    1 point
  25. 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
  26. I don't know if you have played the Fable games, but Jack of Blades in that franchise is kind of a demonic entity that inhabits a mask and can take over the host when worn. I have always liked the idea that Darth Nihilus became like that, his hunger so great it eroded his physical form and that his spirit attached to the mask. In the new canon, there is a Sith who is also attached to a mask, so this is a way we could get Nihilus back.
    1 point
  27. I no longer have a windows development environment but I'll try to take a look. Might give me an excuse to see if I can run win10/11 or something in virtualbox. Thank you for posting a solution for others.
    1 point
  28. Better late than never, but I executed your idea into a working mod! Thank you for such a thoughtful idea. You can find it here.
    1 point
  29. View File PartySwap =PartySwap= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com) CURRENT MAINTAINER: Leilukin LATEST VERSION: 1.5 FILE NAME: PartySwap 1.5.7z CONTACT: E-mail to Leilukin at contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender. This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in cutscenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers. If you install the “PartySwap Item” add-on of this mod, after Disciple joins your party on Dantooine, a usable item named PartySwap will be added to your inventory, and will appear in the shield item slot of the quick bar. You can use this PartySwap item to add or remove Handmaiden from your current party, including replacing any member of your current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item was created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains part of the Ebon Hawk crew, and you can still talk to Handmaiden. Alternatively, you can choose to install the “Full Party Select” patch from KotOR Patch Manager, which expands the number of slots displayed in the party selection screen, and thus allows you to add Handmaiden to your current party, or remove her from your current party, without needing to install the “PartySwap Item” add-on and use the PartySwap item. NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory. Run PartySwap Installer.exe located inside the extracted folder. You may only choose ONE of these two options to install the main part of the mod: Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS: Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. FOR STEAM WORKSHOP USERS: If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020. Note that PartySwap will NOT be added to the Steam Workshop. Reading this on why it is NOT recommended to use the Steam Workshop for modding the KotOR games: PARTYSWAP ITEM ADD-ON OR FULL PARTY SELECT PATCH: To keep being able to add Handmaiden to your current party after Disciple joins your party, you have two options: Install the “PartySwap Item” add-on from this mod: After installing the main part of this PartySwap mod, select “ADD-ON: PartySwap Item” from the install option drop-down of PartySwap Installer.exe, and click the “Install” button. Install the “Full Party Select” patch from KotOR Patch Manager: Download and install KotOR Patch Manager, extract the archive, then run KpatchLauncher from the “bin” folder. Set the "Game" path to target your KotOR 2 game executable (i.e. swkotor2.exe), and the "Patches" path to target the Patch Manager’s “patches” folder, then select and apply the “Full Party Select” patch. Go to the Patch Manager’s “patch” folder, then the “FullPartySelect additional files” folder, and put the partyselect_p.gui file into your game’s Override folder. Note that it does not matter if you apply the Full Party Select patch before or after installing this PartySwap mod. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the sub-folders and follow the instructions to make PartySwap compatible with these mods. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple. Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Run PartySwap Installer.exe. rom the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. If you have also installed the PartySwap Item add-on, it will uninstall the add-on first. After uninstalling the add-on, you need to select Yes to delete the most recent backup folder, then select “Uninstall Mod / Restore Backup” from the drop-down menu again to uninstall the main part of the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly. 5. MOD COMPATIBILITY: Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first. This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character! This mod provides compatibility patches for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game). This mod is compatible with KOTOR 2 Community Patch. This mod is compatible with JC2's Train the Handmaiden. This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod. If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/ This mod is compatible with WildKarrde’s TSL Expanded Ending, as long as you install PartySwap first before installing TSL Expanded Ending. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission. 7. CREDITS: Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you! Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod. Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them. Sith Holocron — Thanks for the aid with VO splicing! Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, suggesting improvements to the mechanics of the PartySwap item, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream. Cortisol — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster. danil-ch — For giving permission to create compatibility patch for Kreia’s Fall Cutscene (in-game) JCarter426 — For developing SithCodec for modding audio files of the KotOR games THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 05/21/2015 Category Mods TSLRCM Compatible Yes  
    1 point
  30. Hello! I get the following error message when trying to use the Open command from the menu: "Exception in thread AWT-EventQueue-0" My opearating system is Windows 11 and I am using the latest version of DeNCS (1.02). The error happens as soon as I select the command. I don't even get to choose what file I want to open. But funnily enough, I tried again after dropping the file instead and the problem was no longer there. Cheers!
    1 point
  31. it shouldn't let you apply this to any exe other than the GOG one. something is definitely wrong Download and try with this older version of KPM: https://github.com/LaneDibello/Kotor-Patch-Manager/releases/tag/0.5.2
    1 point
  32. Try this. Drop it where your patches are, overwrite the previous. FullPartySelect.kpatch
    1 point
  33. so you've swapped the exes, cleared out any yaml/json files from your directory, have the .gui in your override, and are launching with *just* fullpartyselect?
    1 point
  34. I'll send you the GOG executable via PM
    1 point
  35. To be honest, to be as safe as possible, I would recommend you to back up your save files and do a clean reinstallation of KotOR 2, which means you need to not just uninstall the game on Steam, but also manually delete the KotOR 2 game folder as well. If you're subscribing to any Steam Workshop mods, unsubscribe and delete the Steam Workshop folders. Also, install TSLRCM and M4-78EP by running the EXE installers downloaded from Deadly Stream, and do not use any Steam Workshop mods. After you reinstall KotOR 2, back up the fresh swkotor2.exe executable, then install TSLRCM, M4-78EP and PartySwap, try to apply the Full Party Select Patch again. If that doesn't work, uninstall all the patches, try the KotOR 2 EXE converter, and reapply the patch again.
    1 point
  36. KotOR Patch Manager is specific about which game versions and the executables it supports. This is one of the reasons I still keep the PartySwap item as an optional add-on even with the existence of the Full Party Select patch; in case a player is unable to use KotOR Patch Manager and the Full Party Select patch, they still have the PartySwap item add-on to fall back to so they can continue to add Handmaiden to their party after Disciple joins. Can you try to verify integrity of game files of your KotOR 2 game on Steam, and see what happens?
    1 point
  37. @NovaPolaris You have not answered this question I asked you: When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully
    1 point
  38. @NovaPolaris Which platform are you playing KotOR 2 on: Steam, GOG or somewhere else? When you used KotOR Patch Manager and applied the Full Party Select Patch, did KotOR Patch Manager say at the bottom that the patches are applied successfully? After applying the Full Party Select patch, did you follow through my instructions by putting the partyselect_p.gui file from the "FullPartySelect additional files" folder of KotOR Patch Manager's patch folder into your KotOR 2 game's override folder? Putting the partyselect_p.gui file in your KotOR 2 game's override folder is required to make the changes made by the Full Party Select patch actually show up in game, and allowing you to see and directly select Handmaiden in the party selection screen after Disciple joins your party.
    1 point
  39. The Rakatan plague was due to the Sith species. The Sith were one of if not the only species able to defeat the Rakata and successfully drive them off their world. It's possible that the plague was either Sith alchemy/sorcery, or maybe some kind of literal bacterial/viral plague that the Sith spread to the survivors who fled Korriban to the rest of the Empire. What I think was that the Dark Side of the Force found a new champion. The Rakatan were monsters, but the Sith species were worse. Once the two abominations clashed for dominance, the Dark Side abandoned the Rakatan and found a new proper species more suitable for its primacy. The Force is alive and had plans for everyone, and its plan for the Rakata was to awaken the Sith to their true potential and purpose. Once the Rakata destroyed King Adas, the Sith species changed their entire outlook and sought universal dominion. The ripples throughout the Force from the Rakata/Sith war overwhelmed the Rakata, the weaker of the two evil species, and their connection to the force was cut. BOSSR inspired this theory. Bogus or not, I like it.
    1 point
  40. PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.
    1 point
  41. Matrik llk_Matrik.rar
    1 point
  42. PLC_TwlkCrps.rar
    1 point
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