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Hello there! It's been a long while since i've been there, since i've been mostly active on discord. I felt like i could share some WIP here, just to show that the project is still alive New ranged weapons sounds and visual effects Vulkar recruitment Manaan fast travel Workbench and lab station crafting system Undercity Floating mine for K1 That's pretty much it from the videos i did. I'm still in silent mode for now, but i'll have a lot more to showcase hopefully in the future. I'm currently working on the apartments content, the undercity and the vulkar base. Further areas are sewers and black market. We're slowly getting there5 points
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Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.4 points
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Version 2.2.0
62 downloads
## Quick Setup 1. Download the Latest Archive version of **Mod Organizer 2 Beta 2.5.3** from the MO2 Discord and extract it somewhere with plenty of free space. 2. Download the **KOTORganizer plugin** and extract it into your MO2 folder. 3. Launch MO2 and complete the first-time setup: * Choose **KOTOR** or **KOTOR 2** as the game. * Choose **portable instance**. * Login to your nexus account, in the settings. 4. Open the **Sync** tab on the right side of MO2. 5. Click **Refresh** to pull the latest mod build instructions. 6. Click **Download All** and wait for the downloads to finish. * Some downloads will open in your browser and require you to click the download button manually. 7. Once all downloads are finished, click **Refresh** again to validate the files. * If any files are missing or mismatched, download them again. 8. When all files are validated, click **Sync** to install the mod list. * This may take some time. * The process is complete when the patcher window shows the final error and warning count. 9. Click **Run** to start the game. NOTE: The following are not included and will need to be patched/installed manually: - Widescreen Patches for KOTOR - 3C-FD Patcher for KOTOR2 - Upscaled Movies for KOTOR and KOTOR2 KOTORganizer MO2 Plugin KOTORganizer extends Mod Organizer 2 for both STAR WARS Knights of the Old Republic and STAR WARS Knights of the Old Republic II: The Sith Lords. Why Mod Organizer 2? Mod Organizer 2 already provides a stable foundation for mod management across many games. Extending it for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords gives KOTOR modding access to MO2’s biggest strength: the virtual file system. With MO2, the game sees modded files as if they are in the game directory, while the real game folder stays untouched. This keeps the base install closer to vanilla, makes mods easier to enable or disable, and gives better visibility into how files overlap or conflict. MO2 does have a learning curve, but for advanced KOTOR/KOTOR2 builds, the extra structure is worth it. Who Is This For? This plugin is mainly intended for larger KOTOR/KOTOR2 mod builds, repeatable installs, and users who want better insight into file conflicts. An auto downloader and installer is included to easily deply the Mod Builds from https://kotor.neocities.org/ If you only install a few simple loose-file mods, this may be more tool than you need. If you are building a large mod list with many TSLPatcher mods, texture overrides, and compatibility concerns, MO2 provides a much cleaner workflow. Installing Mod Organizer 2.5.3 Beta is required. The current unreleased beta builds include features that KOTOR support depends on. A beta build can be acquired from the Mod Organizer 2 Discord in the dev-build channel. Development has been more active recently, so an official release should be available soon. Once you download and extract MO2, download and extract KOTORganizer to the MO2 directory. Launch ModOrganizer.exe and you can verify the plugin is loaded by opening the Info tab on the right. The sync tab can download and install the mod builds from https://kotor.neocities.org/ Texture Management KOTOR uses several texture-related file types, including .tpc, .tga, .dds, and .txi. MO2 normally only detects exact filename conflicts, but KOTOR has additional texture priority rules that can cause problems even when the extensions differ. The texture management tab helps bridge that gap. It detects conflicts across supported texture formats and highlights them by severity. The highest-severity conflicts are cases that may cause hard crashes in-game. Lower-severity warnings include cases where a .tpc takes priority over a .tga or .dds unexpectedly. An Auto Fix button is included to resolve supported texture conflicts based on the current MO2 mod priority order. TSLPatcher Management Many KOTOR mods use TSLPatcher-style installers instead of simple loose-file installs. The patcher tab lists enabled mods that contain a tslpatchdata folder and can consolidate their patched output into a single MO2-managed mod. Double-clicking a patcher mod shows more detail, including: the changes.ini parsed human-readable install actions detected conflicting patch actions the latest install log A test tab is also available for simulating or testing a single mod install before running the full patcher process. When the patcher process is run, enabled patcher-style mods are processed in priority order and consolidated into a [PATCHER FILES] mod in MO2’s left panel. Automatic Mod Deployment The sync tab is designed to help download, validate, and install mod builds that follow the instructions from the KOTOR Mod Builds site. The Refresh button pulls the latest instruction set and checks for missing files. Download All starts downloading missing mods in sequence. Nexus Mods downloads require logging in with a Nexus account inside MO2. Deadly Stream mods can be downloaded automatically when supported. Mods from other sources open in an Edge browser window, where the user only needs to click the download button. The browser window closes automatically after the download completes. Downloads can still fail. Servers can be slow, unavailable, or inconsistent, and some files may need to be retried manually. Once all files are validated through Refresh, the Sync button becomes available. Sync extracts the downloaded files, runs the multi-patcher, and applies supported texture conflict fixes. When the patcher summary appears with the number of errors and warnings, the process is complete. Manual Mod Installing KOTOR mods are often packed inconsistently. The plugin includes a KOTOR-specific mod data checker that recognizes common archive layouts and can fix many of them automatically. This is especially useful for loose-file mods and patcher-style archives that would otherwise require manual cleanup before MO2 can install them correctly. Steam Workshop Warning If the game is installed through Steam and Workshop content is detected, the plugin warns the user. The intended workflow is MO2-managed content, not a mixed MO2 plus Steam Workshop setup. Mixing both can make conflicts harder to understand and can lead to unexpected file priority issues. Save Support The plugin integrates the game’s saves folder into MO2. Save entries can show timestamps, basic metadata, and screenshot previews. Profile-specific saves can also be enabled through MO2 settings. Limitations This plugin is meant to reduce repetitive setup work, improve conflict visibility, and make large KOTOR/KOTOR2 builds easier to manage. It does not remove the need to read mod instructions. Mods with unusual installers, custom compatibility patches, manual edit requirements, or unsupported archive layouts may still require manual review.4 points -
Besides being not able to spell, it's a 2DA edit that was literally already done 20+ years ago. So new for zoomers I guess? But muh Nexus pennies!4 points
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What does "generatinal" mean?4 points
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OK, I have completed the lightmaps and submitted the finalized mod for approval: https://deadlystream.com/files/file/2973-high-quality-taris-freighters/. The lightmaps should bring the freighters' brightness much closer to vanilla levels. In other news, I have put together a rough draft of DarthParametric's I-Wing on the roof of the Sandral Estate. I still need to lightmap it, but I have attached the current draft for reference in the meantime. Since DarthParametric's model already included seats and control console boxes, I did my best to finish off the inside of the cockpit frame and made the glass transparent...but of course you can't see most of the interior from the ground anyway. I think the transparency still enhances it, but if people prefer, I can black out the windows instead. Dantooine I-Wing (Draft).zip3 points
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Version 1.0.0
21 downloads
Ported clean version of HD Ebon Hawk -TSL to KOTOR. The original texture was upscaled then a lot of manual cleanup and detail was added. The original leviathan hangar ebon hawk texture was missing reflections and it has been fixed. Compatible with Yavin Station Hangar by WildKarrde3 points -
3 points
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I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip3 points
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Hey KotOR community, I need help. As you may know, I like making model and texture mods. My biggest weakness though, is actually packaging them up and releasing them. I'm sitting on a few small piles that I should just stop nitpicking and release them already. Since I don't check in very often, I fall out of the loop and so I have some questions which leads to option paralysis. Specialized Combat Suits HD I have made 4x upscale versions of my Combat Suits mod, so I'd like to replace the old one. The thing is, I don't know the best way to group the files for the end users. I want to have versions for 4x tga files (2048x2048 px), 4x tpc files, and 2x tpc files. Should I make three separate mod releases or combine them into one 7zip download and ask the user to pick their preferred files? What size icons should I include 128px or 64px? I don't know if there are issues with the icons depending on if someone is using upscaled and/or widescreen menus or maybe it doesn't matter? I do plan on releasing separate K1 and TSL versions. There are eight combat suits to choose from. Here's a K1 sample: Here's a TSL sample: Any advice you have will help me with the Read-Me instructions.2 points
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Version 1.0.0
37 downloads
Formerly gamepad menu upscaled This mod upscales some of the forgotten/overlooked UI textures in KOTOR 2. It started as a simple upscale for the gamepad menu and controller icons because they looked pretty bad and low res when playing with a controller. I ended up expanding it to cover a few more UI textures that also looked low res, so I renamed the mod to Forgotten UI Textures. The textures were upscaled 4x with Topaz Gigapixel. What's included 3 separate files: Upscaled gamepad menu textures Upscaled swoop race overlays Upscaled TSLRCM main menu logo and main menu clouds Notes The swoop race overlays are all covered. The main menu clouds are included with the upscaled logo file. The main menu logo requires the Main Menu Model fix and it's prerequisites. AI Upscaled Icon Overhaul does not cover the gamepad specific icons included here. Installation Extract the zip file Choose which file/files you want to use Place the Override folder into your main KOTOR 2 directory Replace if prompted Requirements and compatibility Knights of the Old Republic II Compatible with The Sith Lords Restored Content Mod2 points -
2 points
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Version 1.0
6,613 downloads
This archive (both files combined) contains roughly 130 different save points throughout the entire game. savegames for TSL: The Sith Lords for PC UN-modded saves, so it should work for everyone's game LS Male Guardian / WeaponsMaster I understand that it may not have critical save points (this was near February 2006, so I can't remember exactly what's in the archive).. but it may help some of you out2 points -
Sure, I'll work on that next after I finish the Taris Freighter lightmaps.2 points
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2 points
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Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.2 points
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The wrecked ones should be OK as-is, they look like they already have a similar detail level as the Manaan/Nar Shaddaa freighters. To clarify, for Taris I just borrowed the higher-quality freighter model from Manaan as noted by Dark Hope in this thread:2 points
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FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.2 points
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2 points
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IMHO, it's in poor taste to advertise your mod here when it's hosted on another site. If you think your mod is worthy of being shared widely, why not upload it here?2 points
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Version 1.0.0
69 downloads
A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 26.04.2026 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. Click on the HoloPatcher.exe, pick your desired appearance restoration, click install, and sit back and watch the installer do its magic. Repeat this process until all, or only the appearances you want, of the appearances are installed. Description: The Sith Lords Restored Content Mod (TSLRCM) restores cut content, obviously, but what you may or may not know is that it also restores cut appearances such as Saedhe's and Hussef's cut appearances - both of whom use generic appearances in the vanilla game. But TSLRCM doesn't restore ALL of the cut appearances, my Kotor II Restored Content Plus mod did have options to restore these cut appearances but with more and more install options being added I decided to take these restored appearances and make them their standalone mod. Thus far, this mod restores: * The appearance of the Harbinger's Captain which had a unique head. * The appearance of Ralon which used Jorran's body model. * The male and female Fat Commoner variants which were mostly unused from the first game * The Smuggler variants which were used quite frequently in the first game on NPCs like Holdan. * The first Rodian variant which was bugged in the first game causing it to render as the second variant (fixed in K1CP). * The male Twi'lek variants with special Twi'lek outfits which were used quite frequently in the first game on NPCs like Larrim. * The green female Twi'lek head from the first game has been added to replace Ramana's head whilst Ramana's original head has been added as a brand new appearance for Jonra Far. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Dashus: For kickstarting the Kotor restoration efforts with TSLRP! Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place! Bioware: For such an amazing first game! Obsidian: For such an amazing sequel and for keeping the cut content in the files! Fred Tetra: For Kotor Tool! th3w1zard1: For maintaining the HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.2 points -
1 point
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Version 3.1.0
3,254 downloads
This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source1 point -
1 point
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Version 1.0.1
31 downloads
Description: I've been playing Sleheyron for the past week or so and I've absolutely love it, shoutout to The Chaser One for testing Sleheyron and SAO for making the Sleheyron mod. However, I noticed compared to other lightsaber mods on Deadly Stream (Which I bet you have at least one in your modlsit), the one you get on Sleheyron sorta lacks visually. So I decided to make a patch for it that will add UV lighting and enhance the the hilt textures & Icons, shoutout for J for making the Lightsaber hilt variety which was used for the files for this patch. Installation: All you have to do is install Sleheyron first and then extract, & install all the files in my patch to your override sub folder in your swkotor folder, and let them override the ones already in the folder Compatibilty: This mod should theoretically work on its own, as long as you install Sleheyron first. Though if you want to use Lightsaber hilt variety (which I recommend as his mod adds UV lighting and hilt texture upgrades to all the lightsabers), install his first before my patch. Things I should mention: Because of the Shortsaber's texture in the Sleheyron mod, the one in this patch will look slightly different from the hilt variety one, shouldnt be much of a hinderence though. I also want to mention that this is a texture patch, this will not edit any stats or locations that affects the crystal. ALSO I DID NOT MAKE ANY OF THESE FILES, I simply renamed files from J's mod to replace the ones in Sleheyron. Credits: -J's Lightsaber Hilt variety and Crazy34's lightsaber blades for the UV lighting and hilts -JC's extra saber colors for the lightsaber icons -Sleheyron for the awsome new planet and crystal1 point -
Version 1.0
38 downloads
This mod replaces the freighters parked outside the Sith base on Taris with the higher-quality version from Manaan. While I was at it, I also patched a large hole in the bottom of the upper freighter's landing platform. Lastly, I have replaced the freighters' texture with higher-resolution version from elsewhere in the original game files. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Copy all files in "Installation" to your game's Override folder. If you are using a mod that reskins the freighter, do not copy "v_freightl02.tpc" into Override. ------------------------------------------------------------------- UNINSTALLATION Delete the files back out of the Override folder. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP). It is incompatible with mods which edit m02ab_03b.mdl/mdx/wok. If you are using a mod that reskins the freighter, see the INSTALLATION section for special instructions. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 TGA2TPC by ndix UR Thanks to Dark Hope for requesting this mod and for pointing out the higher-quality version of the freighter on Manaan. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.1 point -
1 point
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Version 1.0
3,912 downloads
Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- ASPYR (STEAM/GOG) COMPATIBILITY NOTES When using this mod with the Aspyr version of the game from Steam or GOG, some of the background sound effects will be almost inaudible, making the destruction of Malachor feel strangely quiet. This seems to be due to a “feature” added by Aspyr which reduces the volume of the music (and, apparently, some sound effects) during cutscenes. I strongly recommend using the 3C-FD patcher by Jiiprah (https://deadlystream.com/files/file/2734-fog-fix-more-3c-fd-patcher/), which returns the volume to its pre-Aspyr behavior and also fixes some graphical issues. I have not tested this mod with the achievements system, and it is possible that it might interfere with achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.1 point -
Version 1.0.0
47 downloads
Auto-Pazaak mod for KotOR 1 by HDR1 Pazaak in KotOR 1 is a frustrating exercise for a few reasons. However, the biggest problem with Pazaak is the sheer amount you have to play if you want all possible credits from playing cards. By my calculations - not including infinite Pazaak players - you can earn 17050 credits in the Xbox version and 15950 credits on PC along with some cards and a Vibration Cell, plus a discount in Suvam Tan's shop on Yavin. Sounds good overall - except you have to win a total of 64 matches in Pazaak to get all this. This is ridiculous, especially compared to KotOR 2, where there's only 15 or so matches to win. Even with save-scumming, it's enough to drive a person mad. This mod is intended for completionist players like myself, who are crazy enough to play 64 matches of Pazaak every time they replay KotOR while hating every second of it. The mod allows you to simulate playing Pazaak, instead of actually playing Pazaak. However, my intention was not to make a cheat mod but to make a quality of life mod, so this is only for NPCs that have limited rewards. As such, Gelrood on Taris and Toll Apkar on Korriban are not affected, and while Kudos can be played indefinitely, you will not be able to skip his Pazaak matches after you've gotten the Vibration Cell from him - if you want to grind infinite Pazaak matches with him, you have to do it manually. List of the NPCs this mod affects and their rewards: Taris: Niklos - 200 credits Dantooine: Sol'aa - 600 credits + Pazaak cards Tatooine: Kudos - 2300 credits + Vibration Cell (see notes) Tatooine: Furko Nellis - 750 credits Kashyyyk: Fodo Medo - 1700 credits + Pazaak cards Manaan: Jolan Aphett - 2000 credits + Pazaak cards Manaan: Gonto Yas - 2000 credits Yavin: Suvam Tan - 7500 credits + store discount Installation: copy the files to your Override folder. Compatibility: the mod should be compatible with any mod that doesn't alter the included .dlg and .ncs files. I don't think there are many mods that do anything with the Pazaak players, so it should be mostly fine. I think some mods may make alterations to Suvam Tan's dialogue, if you have a mod like that, don't install yav47_suvam.dlg or simpaz_suv.ncs. Usage: After installing the mod, when you talk to a Pazaak-playing NPC, you will come across an option to [Simulate Pazaak.] - as long as you have a Pazaak deck. When you choose this option, you will gain all the credits you would normally be able to win from the NPC. Afterwards, you need to talk to the NPC again to get their final Pazaak dialogue and potential extra rewards. For example, after you use Simulate on Sol'aa, you should talk to him again and he will give you the extra cards you get for beating him. Same with every other character who gives you a special reward for beating them enough times. I deliberately made the simulation scripts this way, to avoid potentially breaking dialogue trees and to make sure you couldn't simulate Pazaak multiple times. Notes: In the vanilla PC version, Kudos on Tatooine bets only 50 credits in his final two matches, while on Xbox he bets 600. The K1 community patch tried fixing this, but for some reason it sets his wager to 500 instead of 600. All sources I could find mention 600 credits, so I included a fix for this as well, and Kudos now bets 600 credits as he does on Xbox. The total reward you get for simming is thus 2300 credits, and he also bets 600 credits if you decide to play him manually afterwards. Warnings: It's worth saving before you talk to a Pazaak player, just in case something is broken. ALWAYS talk to the Pazaak players after you beat them. This way you will get their closing dialogue properly which triggers scripts and prevents any potential bugs. I don't know what problems may happen by not talking to them, so just talk to them to be safe. If you play a real game of Pazaak with an opponent, you will NOT be able to sim afterwards. This is to ensure you can't get more credits than intended. Avoid playing for real if you want to simulate. I tried to make sure that you can't lose the option to simulate Pazaak while exploring the dialogue trees, but I may have overlooked something. If you want to be 100% sure, choose the simulate option immediately when it pops up. Be careful with Suvam Tan on Yavin. Due to the way his dialogue is structured, I went with the safe route and made it so you can only sim him when you first ask if he plays Pazaak. If you want to play him, you have to choose that option when it pops up, otherwise, you'll have to play him manually. Bugs: I could not make Suvam's dialog function properly like the rest. After you beat him, he will not mention giving you a discount, instead, he just says it was a good match. However, if you check his shop, you will see that you do in fact have the discount. He will also no longer play for money. So Suvam works properly, his dialogue is just bugged. I couldn't figure out how to fix it, so I don't intend to fix this anytime soon. However I included the source script for him, in case anyone wants to take a shot at it. Not a bug, but obviously if you simulate Pazaak, you will not get to see the progressing dialogue as you will skip ahead to the end. As such, some unique dialogue will not be available with the Pazaak players. This is mainly just them increasingly praising you or complaining about losing. Some of it is a bit funny, but none of it is relevant.1 point -
Version 1.2
88 downloads
Increases dialogue and menu description font size in KOTOR 2 for better readability on modern displays. The main file is x1.3, a 30% text size increase, recommended for most setups. Optional versions are included for 20%, 25%, 40%, and 50%. This mod also includes upscaled font texture to help the larger text look clearer, otherwise they look very blurry at bigger sizes. Main features Larger dialogue text Larger menu description text Upscaled font texture Multiple size options Extra note Some NPC subtitles can go slightly off screen, but it is very minor. The player dialogue menu does not seem to be affected from my testing. Screenshots were taken at 1920x1080 with the widescreen UI fix installed. Please let me know if you run into any bugs. Installation Choose your preferred version. Copy the Override folder into your main Knights of the Old Republic 2 directory. Replace files if prompted. Changelog Added optional 20%, 25%, 40%, and 50% versions. Main file is still x1.3, 30%.1 point -
If you're working on a lightsaber hilt mod or any texture using a bump map, you may be interested in my recently published fixes on KOTOR Patch Manager that restore both in the Aspyr versions of the game.1 point
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Version 1.2
2,571 downloads
This mod will change Bastila's head to look more like the game cover art. Fully weighted for talking and facial expressions, along with hair movement. Screenshots taken without the retexture included. Also includes a small fix for Bastila's standard clothes texture. VERSIONS: Original version: Darth_Tempust-Improved_Bastila_Head.zip Improved version: Darth_Tempust_Improved_Bastila_Head_Edited.7z Alternate version with Bastila's custom animations (and the improvements of the previous version): Darth_Tempust_Improved_Bastila_Head_Edited_with_Anims.7z More information in the changelog below. INSTALLATION: Extract the files from the 7z file and place them in the Override folder. Head model: p_bastilah.mdl and p_bastilah.mdx Retexture: P_BastilaH04.tpc If you do not want the standard clothes texture fix, do not place P_BastilaBB01.tpc in your Override folder. ORIGINAL RELEASE DATE: 02/03/13 Originally shared on LucasForums (Holowan Laboratories) as a WIP. Re-uploaded as abandonware. As of 2026, the author—current username Tempust85—has granted permission for its publication. The latest versions contain improvements by DarthParametric. CREDITS: Developers of STAR WARS: Knights of the Old Republic. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Also if you obtained permission you have to include a copy of the readme in the file. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.1 point -
Here: Ratgo Door Fix.zip I just wish one of you miscreants could tell me how you're managing it. I have never been able to recreate it. Edit the save to add in an armband that runs a custom script to close the door and reset its plot state, load the game and fire the script, save, test the scene triggers correctly and exit, edit the save to remove the armband.1 point
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In base game, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Quick Clarification: But now that we have found you, we hope that we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In TSLRCM, they say this: "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In K2RC+, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Announcement: You have caused us to expenditure a great deal of effort to find you, Jedi. "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." "Threat: Come with us without resistance, Jedi... or you will come with us in pain." The way I see this, that both base game and TSLRCM go for a somewhat-different-but-consistent tone. Base game HK squad is irritated-annoyed, TSLRCM HK squad is snarky assholes. And I don't think mixing the two styles flows all that well, because even if it's different droids saying the different lines, it's nigh-impossible to tell them apart because they all look and sound the same, and they are against the same backdrop too. In more detail: I think the first two lines of "Irritated Declaration" and "Releived Statement" are an either or, because they are tonally so very different and both sound like a definite beginning to a dialogue. "Irritated Declaration" and "Announcement" kinda say the same thing but worded differently, it feels like too much repetition in this dialogue I think them closing off their opening lines with the "Unnecessary Addendum" just fits oh-so-much better with the snarky-snobbish asshole personality that most HK-50s have, not to mention it's their catchphrase too. Having the "Threat" in there is again, feels out of tone for both base game and TSLRCM personalities, and kinda curbs the effect of their catchphrases too.1 point
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You don't want to leave the vanilla script. That kills him. You need to replace that script with your own that does all the stuff the vanilla script does and then modifies it to get the result you want. Yes, to add static cameras you will need to edit the module's GIT. Which means that they won't take effect in a saved game (unless you extract the save and edit its module GIT). Alternatively, you can create an animated camera, which is a motion track stored in a model that the game can attach a camera to. Any time you see a cutscene with a camera panning or the like, that's an anicam. But you can also use it for simple position switches where you just jump the camera to different points as needed. This would require the use of Blender or 3DS Max and their appropriate I/O scripts.1 point
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Version 1.2.0
79 downloads
Play as my modified version of Mission from KOTOR 1. This will replace the female playeble character PFHC05. This mod was requested by a nexus mods user. ----------------- Instalation: Add the files from one of the main folders in your game override folder. If you prefer to have the neck coller on add the file in the optional folder. ----------------- Uninstall: Remove the files you added to your game override folder. ----------------- Donations: If you want to support my work you can here: buymeacoffee.com/kirin117 ----------------- Acknowledgements: - Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible. - Leilukin: Thank you for Missing K1 Party Member Ports for TSL [Modder's Resource] 1.0.0 https://deadlystream.com/files/file/2249-missing-k1-party-member-ports-for-tsl-modders-resource/1 point -
Version 1.1.0
96 downloads
Female Companions Replacers. The initial Ideea for this mod was to add Mission into TSL as a companion. The blue skin matched more with Handmaiden or Mira so I made the red skin for Visas. After I saw PFHX01 and I wanted to modifie and add her also, the model and texture is modified. Atris was done because I wanted a longer hair Handmaiden and it kind of matched. When I saw this post I understood that it is possible to make this mod and added her as an homage. https://steamcommunity.com/app/208580/discussions/0/618459109269516721 So practically my main interest ware to do Mission and PFHX01, the rest are as a bonus. Now because I have so many replacers I didn't know what works with what or what people want so I made a variant for all. As can you see in the photo with all models you can replace how you want I have made an option for all posibilities. ----------------- Instalation: I will give an example and is the same for all. Lets say you want to replace Visas with Blue Mission go to Visas-Replacers\Visas to Mission\Blue and copy all the files into your game override folder and you are done. Colar: All Visas head textures have the neck colar to match with her clothes. If you want to have the colar for Brianna or Mira you need to install de desiered model after go to Visas folders and copy the head textures from her folders see list bellow with the texture names. And do it inverse if you want to have no colar for Visas P_AtrisH01.tga(Atris), P_BastilaH04.tga(Bastila), p_missionh01.tga(Mission), PFHC05.tga, PFHC07.tga, PFHC07.tga ----------------- Uninstall: Remove the files you added to your game override folder is that simple. ----------------- Compatibilities/Bugs: There are some combinations that are not compatible I didn't think of all but I will give an example: -You can't replace one companion with Blue Mission and one with Red Mission both will be the color you added last because the texture that gives the skin color is the same and will be replaced by the last one you added. -At the moment the dark side transformation does not work the models will look the same dark or light side. I'm not planning to modifie this. -The underware skins color change work for all except Mira. ----------------- Donations: If you want to support my work you can here: buymeacoffee.com/kirin117 ----------------- Requests: At the moment I have in mind some modifications but I got tiered on working on this mod so this is the version I want to release. I will see in the future if I will add more. If you have any sugeations for a new model or any modification to the existing models (hair color, eye color, skin color...) to add or modifie ask in the comments or DM me I will add it if I have time. ----------------- Acknowledgements: - Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible. - Effixian Thank you for allowing me to use your ported female head model that was combined with Belaya's Unique Look https://deadlystream.com/files/file/1392-effixians-k1-to-k2-heads/ - Leilukin: Thank you for Missing K1 Party Member Ports for TSL [Modder's Resource] 1.0.0 https://deadlystream.com/files/file/2249-missing-k1-party-member-ports-for-tsl-modders-resource/ And also thank you for allowing me to modifie and use your model Belaya's Unique Look https://www.nexusmods.com/kotor/mods/1494?tab=description - tabularasa: Thank you for allowing us to use "PFHC07 redone" https://www.nexusmods.com/kotor2/mods/11731 point -
Version 1.0.0
26 downloads
Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.1 point -
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Version 1.0
4,968 downloads
This archive (both files combined) contains roughly 130 different save points throughout the entire game. savegames for TSL: The Sith Lords for PC UN-modded saves, so it should work for everyone's game LS Male Guardian / WeaponsMaster I understand that it may not have critical save points (this was near February 2006, so I can't remember exactly what's in the archive).. but it may help some of you out1 point -
It would seem they are not, at least indirectly. All non-cosmetical changes are retained, as well as optional retextures for HK-50 and HK-51. Also you'll still be able to paint him back and forth, but he will lose his visual upgraides each time you choose to paint him in his original style (he'll revert to his "not repaired" version of skin). They can coexist just fine if you decide not to repaint HK.1 point
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