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Version .89
86 downloads
This is an early release of a mod that adds the KOTOR 1 planets to KOTOR 2 with quests and content. Around 70 quests are added. Help the Republic retrieve stolen data and medical shipments. Deal with a disturbance in the Force on Tatooine. Fight Sith on Yavin. Fight in the arena on Coruscant. This is just some of what's in store. This mod adds Manaan, Coruscant (different from Deathdisco's classic mod), Tatooine, Kashyyyk, Yavin, Rakata Prime, and Sleheyron to KOTOR 2. On these planets, you will find over 70 new quests. The general feel of this mod is to add content that largely fits the style of mid 2000s BioWare games. There are quests/scenes/gags that are inspired by those games. SWTOR was also a huge inspiration to the quests. I would guess that this mod adds somewhere in the neighborhood of 8-12 hours (give or take) of gameplay if you do everything. The mod also features additional banter between companions. Currently, only Visas and Mandalore as a pair are featured. Try taking Visas and Mandalore out adventuring with you. More to come. Mod name still being worked on. How do I start? As soon as you finish Telos, you can visit the new planets. This mod does not have any main quest. It adds many side quests that you can choose to do. Much of the quests can be done in any order, though there are some quests that follow others and/or unlocked through doing other quests. A save prior to arriving on Telos is required to play all the content, though currently, starting after Telos will only prevent you from completing a minor delivery side quest to the medical bay. Some of these quests include: *Bounty Hunting: -On Coruscant, Tatooine and Manaan, you will find terminals that will automatically update you with bounties that are available (similar to talking to Zax in KoTOR1) *Deliveries: -Some people in the galaxy just want someone to act as courier and this is a good way to get some easy credits *Operations: -Inspired by SWTOR’s operations and flashpoints, you will find a Republic Trooper milling around by a shuttle on Coruscant. He can tell you more about operations which might be somewhat challenging dungeon style content *Story driven quests: Certain NPCs give storyline quests. Lt. Rene on Coruscant can get you started on one particular questline. Sometimes landing on a planet will lead to a storyline. Some storylines can only be done after others (Manaan’s, for example starts after Coruscant’s and then Manaan’s storyline is one prerequisite to start another questline on Coruscant if you also help a twi’lek at the Coruscant bar obtain an artifact from Yavin). The Hunting Lodge on Tatooine has a cryptic old man who wants you to do him some favors. *Korriban additions: The cave has an addition over in the back leading to several new modules with temples. *Dantooine addition: Over by the Kinrath cave is a path that was blocked off in vanilla that will lead you to the Grove. Upon entering the grove, you will start a new quest. *Companion Quests: -Visas Marr has a quest if you ask her some questions after getting to know her a bit. -Mira has a quest if you enter the Manaan docking bay with her and walk around -Handmaiden has a quest if you talk to her after training her to become a Jedi *Kreia's vanilla plot hook about about "Tulak Hord's lost holocron where he recorded his techniques" is now something that grants a quest of sorts. Though some things are better left buried... *On the planet Sleheyron, rumors persist of someone trying to free slaves from a local Hutt's rule. *There are some "inspired by SMT fiend fights" sort of "super bosses", usually at the end of a quest (though I can think of one who is just chilling in her temple for now). I can't really reveal much about these fights as it would spoil the surprise, but if you think about force "power levels" you might understand why about half a dozen special fights should be hard considering who you are fighting. There are a few legendary galactic figures (or aspects of them) that you can fight and some of them drop pretty good loot so come with buffs and medpacs. *More to discover This mod was voiced using AI. No other aspects of this mod involves AI. Installation instructions 1. Install TSLRCM 2. Install M4-78 EP 3. Copy the contents of this mod into your install folder, ensuring that you overwrite when prompted. A few aspects to be aware of in this mod: 1. It doesn't take into account a dark side Revan. It was specifically written to take into account both Male and Female Revan, but some characters appear in this that couldn't otherwise. 2. The mod is intended for a Male Exile, however I did make some modifications that allow a Fem Exile to experience all the content. The training holocrons for Handmaiden currently do not work with Disciple, however. 3. There aren't a lot of moral choices at this time. 4. This mod is in English. 5. Currently the NPCs milling standing around the settlements don't serve much purpose. Their little flavor blurbs haven't been implemented yet. That will be done soon. 6. This mod SHOULD be compatible with mods that replace textures except for the ebon hawk cockpit skyboxes. Reskin away other than that. 7. This mod is still being developed. The difficulty especially is being worked on. All content should be playable though. ------------------------------ INCOMPATIBILITIES: This mod, out of the box is incompatible with Newbiemodder's Korriban Expansion and Deathdisco's Jedi Temple. The mod was designed for future compatibility with Deathdisco's Jedi Temple, however. This can be addressed by a simple drag and drop optional compatibility fix in the future. A future update will include (with permission) a modified version of Newbiemodder's Korriban Expansion. Party Swap is incompatible at this time. Any mod that gives Visas Marr a prestige class is incompatible as this mod grants her one at the end of her personal quest. Ebon Hawk cockpit skyboxes are currently incompatible. Schematic Lightsaber Mod is VERY incompatible due to edits to companion dlg files and an edit to Nar Shaddaa's refuge quad module. Additional testing seems to indicate that the incompatibilities are much more serious than a cursory glance indicated. Apparently in concert with this mod, it breaks Korriban in several places due to some changes in utc files. Content Pack- Feats and Powers has been reported to be incompatible ------------------------------- Known to be compatible: Extended Enclave by danil-ch Expanded Ending by WildKarrde Genoharadan Legacy by N-DReW25 Just the those installers after you install this mod. I personally use those mods in my own build and I recommend them. -------------------------------- KNOWN ISSUES: There are some issues that may cause you some minor annoyance, but they have no effect on the actual mod. The imported modules have mini maps that are off. They still serve a purpose to let you see where you are going. The .vis files going from KOTOR 1 to 2 seem to not work all that well and have usually been omitted. This has the unfortunately annoyance of disabling some visual effects (shadows/force speed/stealth field effect) within that particular module. Certain modules have been modified so their .vis file works. These specific modules are usually because I needed a visual effect for a cutscene. Balance is being worked on and my response to reports on balance is to try and get a new version out ASAP. So if you find something to be egregiously difficult, then let me know and I will immediately try and address this. --------------------------------- The following mods and modders resources were used in this mod. Sithspectre's Sleyheyron Demo for modules and planetary icons. [K1/TSL] Modder's Resource - Holocrons by InSidious/Darth InSidious (also enclosed with this mod is a copy of that mod's readme, per the requirements of usage) Jolee's hut resource by djh269 Sleyheyron Arena modder's resource by Thor110 Expanded Galaxy v0.4.0 [MODDERS RESOURCE] 0.4.0 version by Thor110 Specialized Combat Suits for Kotor & TSL by RedRob41 Modder's Resource: Dejarik Table by: newbiemodder Dahnis Unique Look by Leilukin SpaceAlex for textures in Dahnis Unique Look Droid models animations fix By Zobizob Kashyyk cut module restoration v1.0 By Zobizob Czerka Depot Restoration v1.0 By Zobizob Terentateks in TSL by LDR Tulak Hord's lore accurate mask by The_Chaser_One Quanon gave permission for his Sith Temple mod for KOTOR 1, as well as provided the modder's resource for their Yavin modules. Modder's Resource: SpaceAlex's Unfinished K1 Enhancement Pack 1.0.0 by SpaceAlex Yavin Station Hangar 1.5 by WildKarrde is here with permission. Permission granted from Quanon for modules Ancient Cave, Temple Main Chamber, and Canyon from Silveredge9's Brotherhood of Shadow's Solomon's Revenge. Silveredge9 has given a blanket permission that their mods are free for people to utlize in mods now. InSidious/Darth InSidious granted permission to utilize their K1 Lost Modules mod (Tatooine Temple module). TOR Ports: Pureblood Sith Male Player Head for TSL 1.0.0 By DarthParametric TOR Ports: Pureblood Sith Female Player Head for TSL 1.1 By DarthParametric Effix for K2 Effixian's PMHC04 Gray Reskin 1.0.0 (texture file used) Quanon for Korriban Canyon/Lost City modder's resource modules Quanon for modders resource modules used in Coruscant Arena (scrapyard games modders resource from Quanons Big Sell out) EwokKotor for Playable Ewok mdl BioWare/Disney/LucasFilm for assets from KOTOR 1 Obsidian/Disney/LucasFilm for assets from KOTOR 2 Pandemic/Disney/LucasFilm for assets from Battlefront 2 Newbiemodder for his Korriban Expansion mod, (in a future update, it will be implemented here in a modified form with permission. Said modifcations do not reflect the original artistic vision of the original mod author.) Sith Holocron for the 2018 version of his mod: Coruscant Hi-Resolution Pack, here with permission. 90SK for Realistic Skybox for Deathdisco's Coruscant mod, here with permission. Specific to KOTOR tools and plugins used include KOTOR blender, Holocron Toolset, KoTOR TOOL, mdlops, kgff, dlgeditor, kotor scripting tool, reone_tools, mdledit, Probably others as well, at some point. Shout outs: I have to say, all of the modders who gave permission for using non-modders resources assets were extremely kind and nice. Shout out to Quanon, WildKarrde, InSidious/Darth InSidious, DarthParametric, Newbiemodder, Sith Holocron, and 90SK. You were very kind! The KOTOR modding community in general for largely being so accommodating and kind. This mod wouldn't be possible without you. Nexus user BlackWind1909 was very good about providing a lot of feedback regarding difficulty.7 points -
Version 1.1
145 downloads
V1.1 update This version has been tested and ensured for compatibility for the following mods: K1R v1.2 K1CP v1.10.0 K1CP+RP Demo v0.13.0 Sleheyron Story Mode and Battle Arena v3.3 STAR WARS: KNIGHTS OF THE OLD REPUBLIC TATOOINE - THE LOST TEMPLE v1.1 A restoration and expansion project for Star Wars: Knights of the Old Republic. “While searching Tatooine for clues to the Star Map, the player can venture beyond the familiar path to uncover a long-forgotten temple buried beneath the Dune Sea.” This mod restores and expands the Tatooine Eastern Dune Sea ruins, adding new quests, characters, items, dialogue, and enemies. Features: - Restores m19aa module. -New loading screen and minimap. -New quest and datapads. - New enemies, NPCs and dialogue. -New items. This mod requires HoloPatcher or TSLPatcher to install correctly. Run HoloPatcher.exe and allow the installer to place all files into your Knights of the Old Republic installation directory. Known Issues This mod modifies globalcat.2da, and global.jrl; compatibility with other mods editing these files depends on proper patching and install order. Due to an unpolished walkmesh in the restored area, party members may occasionally become stuck in walls, terrain, or beneath the map. In most cases, this can be resolved by repositioning the character and moving in different directions until they break free. Some stalagmites and cave geometry appear to float above the terrain. This is a limitation of the original area models and would require edits to the 3D geometry to fully correct. During the swoop bike repair sequence, the Sandperson and swoop bike disappear after the screen fades back in rather than during the fade to black as originally intended. This is a cosmetic issue only and does not affect gameplay or quest progression. Tools used: - HoloPatcher - ChangeEdit / TSLPatcherConfig - Holocron Toolset - DLG Editor - K-GFF Editor - GIMP -"Lost Modules Pack" by InSidious Special thanks to the Knights of the Old Republic modding community for providing a rich library of modding tutorials and resources, and keeping the game alive through years of restoration and expansion projects. Created by Caleb Behrens (JuniorModder) 20266 points -
Version 1.0.0
67 downloads
I created textures for the Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0 mod. 1. Download: DP_Holo.rar 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the .tpc files with the same name.. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.6 points -
Version 1.01
19 downloads
This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls for KOTOR 2. A jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but the are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, icons were created by Effix. Feel free to use these modders resources in your projects if you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obisdian Entertainment/LucasFilm/Disney.4 points -
Version 1.0.1
151 downloads
Description Appends " (empty)" to the floating hover name of any container or lootable corpse that currently holds nothing. Now you can tell an empty footlocker from a full one at a glance without stopping to open it. Shows the moment you first see an initially-empty container. Updates live the instant you loot one empty, while you're still hovering over it. Covers lootable corpses too (KOTOR stores them as "Remains" containers) Installation instructions 1. Copy these three files into your KOTOR folder, next to `swkotor.exe` (typically `C:\Program Files (x86)\Steam\steamapps\common\swkotor\`): - MarkEmptyContainers.exe - Apply Container Patch.bat - Revert Container Patch.bat 2. Double-click `Apply Container Patch.bat`. It prints `SUCCESS` and makes a backup. Launch the game and enjoy. Uninstallation instructions 1. Double-click `Revert Container Patch.bat`. This restores `swkotor.exe` exactly as it was (from the backup it made: `swkotor.exe.MarkEmpty.bak`). Requirements Requires the KOTOR Editable Executable mod to allow the patcher to work. https://deadlystream.com/files/file/1320-kotor-editable-executable/4 points -
Version 1.0.0
26 downloads
Removes inventory quantity check from free companion items, and makes companions give the items in bulk, instead of one at a time. Description Canderous, Jolee, Mission, T3-M4, and Zaalbar can all give you a selection of free items throughout the game. The way this works is obfuscated from the player, but with some trial and error, it becomes obvious that the system is rather poorly thought out, and encourages extremely degenerate gameplay to exploit it. After first boarding the Ebon Hawk, each of the companions can give up to 10 items (11 in the case of Canderous, Mission, and T3 for some reason). Every time a Star Map is found, this number increases by 20, up to 110 (or 111) items in total. However, if you have more than 10 of the appropriate items, you can also not receive an item. This can be circumvented by dumping the items into a container, or selling them, and talking to the companion again. This extremely annoying. This mod removes the check for the having too many of the given item already in the party inventory. This mean you will no longer have to dump your inventory items in a container to maximize the amount of items you receive. This does not change the total or type of items, it just removes the busywork required to get them. This mod also makes the companions give all of their items in bulk, instead of one at a time. Previously, you only received one item, and would have to repeatedly speak to the companion and ask them for items, until they refused you, to know that you had reached the item limit. This represents 553 conversations of wasted time (not including the conversation where the companions refuse to give you the items). It is now much faster to actually get these items. Canderous has special dialogue based on which items he gives you. He will still play that line, but as he now gives you multiple items as random, this line doesn't actually reflect anything. Similarly the player will still ask for one item, and the companions will respond as if one item was given. I will not be changing that, this is just a convenience mod. There are optional files available to make Zaalbar and Canderous choose a single item type at random, and give only items of that type, instead of randomly choosing which item type to give for each individual item, leading to a relatively even variety. Canderous was originally going to give Battle Stims, in addition to the Adrenals he gives in the vanilla game, and by default he still checked to see if the player had Battle Stims in there inventory when determining whether they were eligible to receive Adrenals. There is an optional file to restore this Battle Stim functionality, making Canderous randomly give Battle Stims in addition to Adrenals. This will not work with the Single Item Type optional, as Canderous' dialogue is not setup to support it. Install/Uninstall Copy the contents of the 0 - Install folder to your game folder. You can copy the contents of one of the 1 - Canderous **** optional folders, if you want that functionality. You can only choose 1 of these You can copy the contents of the 2 - Zaalbar Single Type Items if you want that functionality. Compatibility Will be compatible with all mods that don't make edits to the companion item distribution system. This mod doesn't edit any dialogue, only the underlying scripts. Recommended Mods KotOR 1 Community Patch is strongly recommended. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset– Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Less Annoying Freebies by darthbdaman is a trivial modification and does not have a copyright license4 points -
Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!3 points
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Version 1.0.0
34 downloads
Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibration and motion blur effects were added to the blades. 6 Vibroblades Vibroblade - g_w_vbroshort01 Krath Blood Blade - g_w_vbroshort02 Echani Vibroblade - g_w_vbroshort03 Sanasiki's Blade - g_w_vbroshort04 g_w_vbroshort05 g_w_vbroshort06 g_w_vbroshort07 Mission's Vibroblade - g_w_vbroshort08 Prototype Vibroblade - g_w_vbroshort09 7 Vibroswords VibroSword - g_w_vbroswrd01 Krath Dire Sword - g_w_vbroswrd02 Sith Tremor Sword - g_w_vbroswrd03 Echani Foil - g_w_vbroswrd04 Bacca's Ceremonial Blade - g_w_vbroswrd05 g_w_vbroswrd06 g_w_vbroswrd07 g_w_vbroswrd08 Baragwin Assault Blade - g1_w_vbroswrd01 GenoHaradan Poison Blade - geno_blade 4 Vibro Double- Blades Vibro Double-Blade - g_w_vbrdblswd01 Sith War Sword - g_w_vbrdblswd02 (not used)Echani Double-Brand - g_w_vbrdblswd03 Yusanis' Brand - g_w_vbrdblswd04 g_w_vbrdblswd05 g_w_vbrdblswd06 g_w_vbrdblswd07 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender3 points -
We are not owed an explanation and the development of this modification touches me only tangentially, but I also find it very curious to drop development a few hours after publishing the first version and having shared detailed development plans. I am sure JuniorModder has his more than valid reasons for it, though. Thanks for the work done, JM!3 points
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Personally I think keeping the Star Map in the Krayt Dragon cave is the best choice, for multiple reasons: 1. It will be easier on us to mod, not having to worry about the Calo Nord encounter in module m18ac, a new force vision cutscene and any other things connected to the Star Map triggers. 2. It bookends the mod: once the player completes The Lost Temple, they return to the Krayt Dragon Cave and complete the quest as usual, and are left feeling accomplished and intrigued for what's ahead in the story (with the Sandpeople, and Rakata on the Unknown Planet), instead of sad, detached, accepting that the new level is over. 3. It maintains the original location of the Star Map, which is faithful to what we got in the final version of the original game. But we are still deciding on what the best course of action is.3 points
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Version 1.0.0
70 downloads
This mod will replace and update texture files. To Install 1. Download: C_DrdSentry01.tga 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 love3 points -
Its the culmination of around two years of learning how to mod KOTOR2 thanks to some fantastic youtube guides, old lucasforum posts, decompiling/examining scripts, and some tutorials here (also Holocron is probably the most noob friendly modding kit I’ve seen, even if its not great for some specific instances). It also helps that kotor blender makes porting maps between 1 and 2 to be a breeze (most of the time). Also, a lot of fantastic modders resources and incredibly kind people here on deadlystream let me use their stuff when I asked them. The mod has actually been out on nexus in early alpha for a while now (a few months), I just decided to release it here because I think most of the major bugs have been worked out. As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.3 points
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For anyone who gets stuck just know that you cannot progress through the entire temple without T3-M4 in the party as the terminals require him to deactivate the ray shields. I am also interested in enhancing this mod. I've just gone through the mod and have made up a small list on how things could be improved to make it better.3 points
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I love this mod, I still can't believe someone even made this after all these years. I do have a few rough ideas I brainstormed after replaying it a few times just cause I'm so excited so see where this mod can go. To answer your last 2 questions, I think it should be a mandatory part of the star map quest while expanding both the lore of the Rakata AND the sand people's predecessor species in a way you were already alluding to in the mod currently! While I would prefer the Star Map be inside the temple, the vision shows it clearly in the cave where you find it in-game. All of the other visions are 100% accurate with their locations so this would break consistency. Plus moving the star map could break a few triggers I think, best to just leave it as is. Maybe what could be done is have the player be required to activate some mechanism/terminal inside the temple to grant access to the Star Map in the cave in the first place? That would still remain consistent with the story, triggers and vision. I think all the important stuff only happens once you activate the Star Map in that module, such as Calo/Bandon spawning or the game acknowledging you got another map in the first place. Dantooine and Kashyyyk make the player go through a bunch of (easy) puzzles/trials to have the player activate the map. Maybe instead of the terminals just immediatlely allowing you to lower the barriers, you have to solve a lore-question about the the history of the Rakatan and/or the Tuskens and you have to get it correct. The Tusken Storyteller you give the Krayt Pearl to can help you get the info you need to solve these questions. If you get the questions wrong, you'll have to fight constatnly self-repairing Rakatan Droids just like the Dantooine temple. The one Rakatan droid who you can't understand could have an expanded role to help explain all this to you. Rakatan lore is one of the coolest things of Kotors story. I really like the story in the mod, but also again think consistency with the main story and established EU lore should be considered. The temple has the same exact decals as the temple on Dantooine and Lehon so there should be an explanation for why. Maybe along with saying that the Rakata took the temple from the Sand People as their own, have the archeologist records say that the Builders added their own designs or murals and overhauled/expanded the temple through slave labor of the Tuskens. I think your mod kind of implies this is already the case, but maybe it could go in more detail about the process of how this was done, such as how the Rakatan forced the Tuskens to remove their old designs in favor of new ones that show the Rakatan subjugating the Tuskens. The Tusken lore should also be expanded on here to refer back what the Tusken storyteller would tell the player, how the planet was once green and lush. The builders came, make the Tusken/Jawa predecessor species slaves and forces them to build machines, but the storyteller also references the Rakatan plague, saying that the natives sabotaged Rakatan machines to fight back to seize the opportunity. As a result, the Rakatan glassed the planet. Really the temple's lore and records should both compliment or expand what the storyteller describes, but from Rakatan perspective. I think the barrier system progression is a great idea, the only change I would recommend is removing the barrier currently in place for the central chamber and placing it directly at the entrance of the cave area where the Rakata enemy is so the player is allowed to go through that little shortcut between the room with the Jawa and the area right infront of the Sarlaac chamber. There's a lot of backtracking throughout the entire module that could be prevented with that shortcut. The Rakatan also should probably be a ghost of some kind, similar to how Ajunta Pall with his shield effect (or translucency with the right mods). The lightsaber is a good idea, but in lore they used giant Force Sabers that definitely look a little different from modern sabers. If this saber pike mod from TSL could be ported to K1, it would be a near perfect fit for a type of Force Saber as an non-upgradable weapon. IDK if we should be able to understand the Rakatan language he speaks at this point, neither. I mean, we can't understand it from the droid on Dantooine and we can't understand the same droid on Tatooine here. On Kashyyyk the Rakatan hologram had to speak basic after it's "primary neuro-recognition" was done. The Rakatan might have to speak another language for lore consistency, I think the story implication was that Revan only suddenly understood the Rakatan language after he got his memories back. I know the player can understand the Rakatan in the Mysterious Box, that quite frankly that makes no sense considering you can get that right after Dantooine and I always attributed that to the box kinda being a wonky "world" where thoughts were likely transmitted in different ways. I like the dialogue you gave to the Rakatan, a lot of neat ideas to interpret here. I think he's referring to how the Rakatan would get the plague and ruin each other and he and a love interest were caught in the crossfire. But hey that's just my interpretation, it's well written and can be interpreted one way or another. If I had one think I would change, him referencing the "Dune" Sea might be problematic, as back in his time it wouldn't have been a dune but still an oceanic/green world. But I guess maybe he could've been around to see the glassing of the planet and maybe he is the one who coined the original term "Dune Sea"? Again, really cool dialogue, lots of implications. Only other thing I would do with him besides changing his appearance and maybe language would be placing him directly in the central chamber and not the entrance in front of it, especially if you move the barrier like I suggested earlier. That way you won't be able to see him before lowering the barrier. That just leaves the Jawa and the Tusken NPCs. Maybe the Tusken can give you a reward for fixing her bike? Maybe something that you use to either fix or activate a hypothetical terminal activating the Star Map? That way you will have to do multiple quests within the module to get your ultimate goal. The bike could also need multiple parts to fix it scattered throughout the temple, not just one and the Jawa could provide one of them. Maybe 3-4 parts scattered throughout? Maybe the Tusken could also have hints dropped that she is here to pay homage to the temple's Sarlacc or something and it wants you to find a way to lower the barrier so she can go to the main chamber to do so. Maybe this could include a reference to the cut Sand People Messiah quest but heavily revised, something like how the Tusken legends speak of an evil spirit guarding the Sarlacc and only the Sand People's messiah can defeat it to grant the tuskens acess to the pit. Once you fulfill this quest, the Tusken here will refer to you as their messiah. It's nowhere near what the original quest was like but I think it's a neat reference. Speaking of the Sarlaac, I don't think it should be the Great pit of Carkoon. The Rakatan ruins are already at least 10k years old, an additional 3500 years wouldn't completely get rid of literally everything around the pit and change the setting to the point it looks like in Return of the Jedi's Carkoon. Tatooine probably has multiple Sarlaacs. Maybe call it the "Great Pit of the Rak" in reference to the Rakata, idk. This mod is the start of something really fantastic, these are all rough ideas and I'm looking forward to seeing where it all goes. I'd love to help contribute to elements of a revised story if you'd like, I love the lore of the Infinite Empire. For stuff like the walkmeshes, geometry issues and party members being stuck, that's beyond my scope. It only was in issue with me once in multiple playthroughs thankfully so I don't think it's a real big deal. Honestly just replacing the white void with a dark yellow one solved the modules biggest visual issue in my opinion, amazing what a small change like that can do Only thing I could think of is either placing a lot of Rakatan ruin placeables in the rough areas like in the open cave areas so the player can't walk there anyway, or have the player only be able to enter the cave by themself without party members in a manner similar to the TSL Korriban cave.2 points
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Version 1.0.0
31 downloads
The existing Korean patch for KOTOR only supports the vanilla dialogue and could cause some game-breaking errors, so I added the K1CP additions to dialog.tlk. 기존 한글 패치가 바닐라 기준으로 만들어져서 커뮤니티 패치를 설치하면 진행이 막히기도 합니다. 이 파일을 넣어야 커뮤니티 패치를 한 버전에서 한글이 전부 출력되고 진행도 막히지 않습니다. -설치법- 게임 경로에다 dialog.tlk를 넣으세요. 기존 한글 패치의 dialog.tlk는 지우던가, 이걸로 덮어쓰던가 하시면 됩니다. * 바닐라 버전으로 하실거면 기존 한글패치를 넣어주세요 The original patch was made and distributed by Nasher https://blog.naver.com/PostView.naver?blogId=alagondar&logNo=224289552113&navType=by2 points -
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I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet... I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so.2 points
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A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!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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Here you go. I'm not sure if your game being non-English will be a problem after being saved in my English version. Dantooine_Ruins_Door_Fix_xispect.zip Crash? There shouldn't be any crash. What you encountered is a "soft lock". You managed to break the script that triggers the cutscene, leaving you with no way to continue the main quest. I still don't know how people manage to break it, hence why it's not fixed. I can't replicate the problem on my end.1 point
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View File KOTOR_FPS_CAP # KOTOR 1 has a built-in frame limiter — BioWare shipped it switched off **TL;DR:** *Star Wars: Knights of the Old Republic* (2003, Odyssey engine) contains a complete busy-wait frame limiter in its main loop. It is controlled by a single `float` in the executable that defaults to `0.0`, which leaves the limiter dormant, so the game free-runs at uncapped framerate. On high-refresh displays this uncapped rate is what causes the long-standing **movement / "stuck after combat turn" freeze** and related timing bugs, which the community has only ever worked around with external FPS caps or by dropping the monitor to 60 Hz. Writing `60.0` (or any target) to that one float **arms the engine's own limiter** — a native, self-contained fix. No injected code, no wrappers, no driver settings. It's a 4-byte data patch. Verified: on a 144 Hz display with all external caps removed, the patched exe holds a hard 60 FPS and the freeze does not occur. --- ## The bug KOTOR's main loop (`WinMain`, `FUN_004041f0` in a Ghidra auto-analysis of the standard PC exe) is a classic `PeekMessage` real-time loop: ``` while (quit_flag == 0) { read timer (game clock) if no pending message: render scene (delta-time based) SwapBuffers (present) ... optional limiter here ... } ``` Gameplay logic — movement, and the combat round/turn state machine — advances by frame **delta-time**. With no frame cap, delta-times on a fast display become tiny and irregular, and the 2003-era state machine mis-steps: the controlled character's action queue stalls until something rebuilds it (switching party member, or a save/load clears it). That is the freeze players have reported for 20 years. ## The dormant limiter Immediately after `SwapBuffers`, the loop contains this (Ghidra decompilation, lightly annotated): ```c if (DAT_007a3c58 != 0) // a separate, also-off coarse limiter Sleep(DAT_0078d1e8); if (0.0f < cap) { // cap = _DAT_007a3c64 (the frame-cap float) target = 1000.0f / cap; // target frame time // measure elapsed since frame start, then: if (elapsed < target) { do { // busy-spin: re-read the game timer } while (elapsed < target); // hold the frame until target reached } } ``` With real constant values read from the binary: | Symbol | RVA | Value | Meaning | |-------------------|-----------|----------|----------------------------------| | `_DAT_007a3c64` | `0x7a3c64` | **0.0** | frame cap (FPS). **This is it.** | | numerator const | `0x73d6fc` | 1000.0 | `target_ms = 1000.0 / cap` | | zero const | `0x73d700` | 0.0 | used in the `0.0 < cap` gate | | timer scale const | `0x73d708` | 0.001 | raw timer -> milliseconds | The gate is literally **"if cap > 0, limit the frame."** With `cap = 60`, the loop busy-waits until each frame has taken `1000/60 ≈ 16.67 ms`, i.e. it caps at 60 FPS. This is the *same* formula the engine uses elsewhere — the movie-playback path caps to 30 with it — so the mechanism is proven, not speculative. ## Why it's off `_DAT_007a3c64` starts at `0.0`. The **only** code that writes it is a render-setup function (`FUN_004c5880`), and that write is guarded: ```c if (DAT_00832904 != 0) { ... _DAT_007a3c64 = (float)DAT_00832904; // arm the cap } ``` `DAT_00832904` lives in **BSS** — zero-initialized, and it has **no writer anywhere in the binary** (it's a config variable exposed by address, never set by default). So the guard is never true, the cap value is never assigned, and `_DAT_007a3c64` stays `0.0` for the entire session. The limiter is complete, correct, and permanently asleep. Because nothing ever writes the cap during normal play, **patching its initial `.data` value is safe and permanent** — no code path overwrites it. ## The patch Standard PC v1.03 / GOG / "editable" executable: ``` file offset 0x3A3C64 : 00 00 00 00 (float 0.0, limiter off) -> 00 00 70 42 (float 60.0, 60 FPS cap) ``` Other caps if you prefer: `30.0` = `00 00 F0 41`, `72.0` = `00 00 90 42`, `120.0` = `00 00 F0 42`. A Python patcher (`kotor_fpscap_patch.py`) is included; it fingerprints the two `.rdata` constants before writing, backs up the exe, and refuses to touch an executable whose layout it doesn't recognize: ``` python kotor_fpscap_patch.py "path\to\swkotor.exe" 60 ``` ## Verification - 144 Hz display, all external FPS caps and driver "wait for vertical refresh" overrides removed. - Patched exe launched directly. - Framerate held a hard **60**; the movement/turn freeze did not reproduce on transitions that previously triggered it. ## Caveats - **Busy-wait, by design.** The limiter spins a CPU core while pacing each frame (this is BioWare's own implementation — the movie path spins the same way). On a modern machine, one pegged core for a single-threaded 2003 game is harmless, but it is not a `Sleep`-based idle cap. A future refinement could redirect the gate to the engine's own `Sleep(DAT_0078d1e8)` limiter instead. - **Offset is per-exe-layout.** `0x3A3C64` is verified for the standard PC exe. Other builds (Steam-with-different-packing, 4-CD, Mac) may differ; find `_DAT_007a3c64` by locating the `1000.0 / cap` main-loop math. - **Steam "Verify integrity" reverts it** (restores the stock exe). Re-apply after any verify. - Stacks cleanly with the 4GB LARGE_ADDRESS_AWARE patch, UniWS widescreen, and the community mod builds — it only touches one unrelated float. ## Method Static reverse engineering only (Ghidra). Chain: locate timing-API imports (`QueryPerformanceCounter`, `GetTickCount`, `Sleep`) → their callers → the `PeekMessage` message pump → its caller (`WinMain`) → the frame-limiter block in the loop → the cap float and its dormant guard. Full decompiled C of the engine was exported and searched locally to trace the call chain. --- *Reverse-engineered from a legally-owned copy for interoperability and bug-fixing. Not affiliated with BioWare/LucasArts/Aspyr.* Submitter VexFlint Submitted 07/21/2026 Category Mods K1R Compatible Yes1 point
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Hope this can help someone. Improved How To Scale And Rig Player Models In Kotor(1).mp41 point
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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
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Sounds interesting, but I would welcome a more detailed installation instructions for Windows users.1 point
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@N-DReW25I really like most of these ideas. Keep in mind tho with the idea of a hologram assuming Tatooine is still a green world, this would contradict the dantooine temple listing this map as one of the three barren worlds, somehow the maps are able to relate updated data back and forth to each other. I guess you could edit the puzzle on dantooine but that might just get confusing at that point. I would also prefer the map to be in the temple as well but I think that should be something saved for a very last version of the mod and focus on everything else first, it’s a small change in theory but adds a lot of work. Im pretty sure the Calo Nord appearance at least is triggered by the star map activation, the camera angle shows him spawning into the bike once the star map is activated and not just running forward from what I tested. I think Bandon is different but with Calo this is what I think is the case. Not impossible things to remedy, but I think the work associated with simply moving a single placeable while being consistent and not incredibly buggy would warrant it being considered at a later date. Otherwise I’d agree that the temple would be a much better location. Finally, any additional dialogue with sand people will likely require HK47 to translate to be consistent with the rest of Tatooines plot but we don’t have any English dialogue for HK47 to help with that. I think our hopes for how much we can do with the sand people might need to be lowered for right now. maybe you could have HK translate another non-basic speaking aliens dialogue to the Tuskens explaining what the player did/wants, but idk at that point. Maybe you could have HK serve as an intermediary between Jawas and Sand People and you can tell HK which side to lean towards. You won’t need a translator for Jawas so the Jawa can tell you what’s going on in their language. Really rough idea tho, the language thing is tough to work around If you want HK to speak some “new” lines, I myself and others are not the biggest fan of AI voice replication so you may have to consider some pretty precise audio splicing work with current dialogue .1 point
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It would be possible to just make a new vision cutscene to replace the old one. The following is how I, a modder, would go about making it (and how it would be less daunting than you may think). Star Map visions depict the Star Map opening as the camera softly pans around it. To recreate this, you, or a volunteer modder, can follow the following steps to achieve this: 1) Install GLIntercept, activating this mod in-game will allow you to move the camera around freely. 2) Set the Star Map inside the Tatooine Temple so that it'll open if you click on it. 3) Download JC's Toolbox for K1 and specifically install JC's Invisible Disguises for K1. It adds an armband which can make the character completely invisible (not stealth mode, as in the player just isn't rendered at all). Equip this armband in-game. 4) Inside the module tat_m18ac, press Caps Lock on your keyboard to go into first person mode and type "warp m19aa" into the cheat console. Doing so will warp you into the Tatooine Temple and, due to a glitch, will disable your GUI so the mouse cursor, icons, portraits, menus, and everything else is rendered invisible. Pressing Caps Lock twice after this (going back into and out of first person mode) will undo this glitch. 5) Down and install the OBS Studio screen recorder. 6) With the invisibility armband and the glitch above in effect, the player and main menus cannot be seen. Move to and stand in front of the Star Map. 7) Slowly drag your cursor to the left using your mouse to cause the camera to pan in a circle around your camera. Since the Player is invisible, use GLIntercept to set your camera back a little bit so that it perfectly pans around the Star Map as it opens in the next step. 8,) When you are confident that you've set everything up properly, press record for OBS and click on the Star Map. Using the technique described above, pan the camera around the Star Map as it opens. Repeat until you're satisfied. 9) Using a video editor of your choosing, add a quick fade in and fade out from black at the beginning and end of the footage. If possible, add an overlay effect over the screen that resembles the vision effect from the original scene. If need be, mute the audio of your recording and outright rip the audio from the original vision and add it to your recording. Ensure that the recording is about 9 seconds long as per the original visions. 10) Convert your .MP4 file into a .BIK file. 11) Test in-game and see if it worked. Whilst many of us can agree that the Star Map needs to be inside the Temple, I think that we should not let the vision cutscene hold us back on creative freedom here. Even if we can't make the scene right now, we still have two options in our sleeves: 1) Make the Tatooine Temple with the Star Map in it, ensure that the Temple is the best it can possibly be, and either make, or have someone else make, the new vision scene later and last. 2) Add two installations, one has the Star Map in the cave and the other has the Star Map in the Temple. This'll appease everyone, those who hate the inconsistency/hate the new vision and those who want the Star Map in the Temple will both have what they want whilst angering none. What triggers are they? From what I can tell, the Player just clicks on the Star Map and the Star Map opens - it doesn't have any triggers. If the cave option is to be retained, I think this might be the best course of action as the Temple will still be required to continue the plotline. Even if the Star Map is removed, I'm sure those triggers will still work. I've been sharing with JuniorModder over Discord some ideas of my own on how these puzzles should be dealt (as I was the one who gave him the idea in the first place). After doing some testing, I have removed the barriers in the temple and have given the Player free reign over the Temple. However, as the Star Map is locked (either in the Saarlac room or in the Cave) then having free reign over the Temple isn't really a benefit as it would be in the current setup. Instead, runed Obelisks inside the Temple would have strange poems and forgotten lore of the Rakatta and their slave races etched into them and, through a combination of this lore and the Storyteller's Lore, the Player will be able to recite the answers to the Ancient Droid and, if spoken correctly, the Player will be able to unlock the Star Map. In my version of the lore, it is implied that the Rakattans moved the Sarlaac into the pit and used it as a site of religious worship and sacrifice. Around the pit I intend to add "sacrifice urns" that were used as sacrificial offerings though some of them will contain basic Lightsaber crystals as loot. The reason why there is no Sarlaac inside the pit is because it'll also be implied that the Rakatta "took it away" before they glassed the planet. Right now the working name for the Sarlaac is "Bar'baloth" and this Sarlaac, despite not being present, plays a religious role in Sand People and Jawa mythology which will be taught to the Player via the Sand Person Chieftan, Storyteller, and Iziz the Jawa. In the lore I'm working on, I have it so that it is the Jawa's outside the Temple who give the Player a third Krayt Dragon Pearl as a reward for clearing out the Temple (this might be exclusive to the DS ending wherein the Player encourages them to migrate into the Temple instead of leaving it). That is something I am considering. I intend to replace the Rakata either with this, or with a Hologram of a Rakata that thinks it is the real Rakata it is depicting when it isn't (imagine a Ronald Reagan AI thinking it is the real Ronald Reagan, that's what this'll be). The above where I suggested removing the barriers as part of the Temple questline would fix this. The following wall of text inside the spoiler below is what I sent to JuniorModder as to why I think the Rakata inside the Temple is a horrible idea: If this character could be replaced with the Ancient Droid, or a delusional hologram of a Rakata that thinks it is a Rakata even though it speaks Twi'lek or something, could remove many of the plot holes I talk about below. By removing the Rakata we need not worry about either porting or making weird Lightsaber designs. This would require voice acted VO, I think the Dantooine one where the droid cycles through slave alien VO would be better as it means we can just reuse VO and not create new ones. That, and the Party recognizes the Player can understand the Rakata on Lehon. If there is a Rakata on Tatooine that's a massive plot hole. The very first thing the Dantooine droid says is in Rakatan yet the Player does not understand. I think the timeline of events in regards to the Player understanding Rakatan goes like this: 3959 BBY > Revan uses the Force to rip the knowledge of the Rakatan language from the Rakata he/she encounters and uses the Force to make the Rakata understand basic, this is confirmed by The Elders and The One. 3957 BBY > Revan is captured and the Jedi Council wipe his/her mind, as a result the memory of being able to understand Rakatan is suppressed. Endar Spire, Taris, and Dantooine > the Player does not understand Rakatan as he/she has amnesia. Korriban > When the Player picks up the Wraith Box, even if it's the first planet, and gets zapped inside the Mind Prison Revan has remembered how to understand Rakatan again. The Imprisoned One implies that Rodians and other creatures got zapped into the box but couldn't understand the Imprisoned One and so ran into the void out of frustration. Lehon > The Player still remembers how to to understand Rakatan to which the Party will acknowledge this in dialogue. For this reason, the Player must be able to understand Rakatan but doing so will cause a plot hole as the Party will recognize this as they do on Lehon. By moving any such lore to the Ancient Droid or Hologram I propose we can keep both the lore and not have plot holes. Correct, perhaps if the Ancient Droid/Hologram believes that the planet is still green that'll serve as some real nice bit of lore for the mod. In my lore I removed the Tusken and all the Speederbikes, how on Earth would anyone get speeder bikes in there? I actually expanded the Jawa bit to have an entire encampment of Jawa's in that little area to compensate for her loss. More on them will be detailed down below. I think a simple conditional after completing the puzzles would work here, it'll function similar to the Kashyyyk Star Map this way. I actually proposed this to JuniorModder but he doesn't like the idea as it reminds him of the plotline of the book series/movie "Dune", however, I'll share my ideas on the matter. Gaining the Eastern Dune Sea Map from either the Sand People Chieftan or Iziz the Jawa should make it clear that the Star Map is inside the Temple whilst the Sand Person Chief in particular talks about how the Temple is taboo in Sand People culture as, not only does the Krayt Dragon guard it, but the God "Bar'baloth" and her "Child" dwell in there and those who go in never return. He goes on to imply that the one who goes in there and defeats Bar'baloth and the Child will go on to become the Sand Person Messiah who'll unify the Sand People under their rule and drive out the invaders. Bar'baloth is the Sarlaac whilst the "Child of Bar'baloth" is actually a Terentatek that is residing inside the Temple. Do note that this particular Terentatek was missed during the Great Hunt that wiped them out and so you'll be able to tell Deesra Luur Jada on Dantooine about how you killed it on Tatooine. Inside an Obelisk as loot you'll find the Saarlac Tooth and from the remains of the Terentatek you'll get a hide of some kind to prove that you killed it. If you were to give both to the Sand Person Chief you'll be proclaimed the Messiah, the Tribe will make plans to migrate into the Temple, you'll be given free reign to loot their belongings, and you won't be able to kill them after this as they'll go through great lengths to prevent you from pissing them off. The Sand Person Chief will imply that he expects you to return after the Star Forge quest to help them drive Czerka off of Tatooine. Proclaiming yourself as the Messiah is a Dark Side ending because the Temple and the Star Map are of the Dark Side and so having them migrate into the Temple is a bad thing (imagine giving the uncontacted Sentinel Islander tribe the One Ring from the Lord of the Rings for example) and having Sand People migrate into the Cave puts the Jawa camp already in there in danger. If you give the Sand Person Chief the Saarlac Tooth and lie about not being able to kill the Terentatek then you'll prevent the Sand People from going there but you won't be proclaimed the Messiah. The Jawa camp I keep talking about got down there because the Jawa's are small enough, and knowledgeable enough of the geography of Tatooine, to have squeezed through the tight cracks on the surface to sneak into the cave system without going near the Krayt Dragon. The reason they're outside the Temple and not in the Temple is because the Terentatek/Ancient Droids keep killing them when they go in there. After the Player defeats the Terentatek the Player can encourage them to stay in the cave which is Dark Side or leave the cave which is Light Sided. As a reward for killing the Terentatek, the Jawa's leader (which I've made a Chadra-Fan) will give a Krayt Dragon Pearl as a reward. I agree with this, though with my Bar'baloth Saarlac lore I've mentioned the idea that the Rakatans "moved it" out of there could imply that this Saarlac that is Bar'baloth could possibly be the same one from the movies - though it's entirely open ended as to whether or not you want to believe that. I am glad that my reasoning appears to have gotten through! I do not think that'll be necessary, the Kashyyyk Star Map can be approached before you talk to the Rakata Computer and it simply doesn't open. This could likewise be done on Tatooine should the Star Map be kept in the cave. I'll have to test it, but I'm certain the Calo Nord encounter in tat_m18ac is not connected to the Star Map. If the Star Map is gone if you walk to the end of the cave they should all still spawn as normal. I don't think this'll make a difference. If the Star Map is in the Cave but requires the Player to complete the puzzles in the Temple, the Player comes back and unlocks the Star Map and leaves. If the Star Map is in the Temple, the Player simply uses the Krayt Dragon cave as an entrance and does everything inside the Temple. And if the content with the Sarlaac Tooth and even the Terentatek hide being required to complete the Sand Person Messiah content is added to the mod then the new content doesn't end in the Temple, the new content would end in the Sand People Camp. This is probably the only justifiable reason as to keep the Star Map in the cave, but should a new vision scene be made then keeping in the cave becomes less tenable as the Temple Star Map becomes easier and easier. It is of my opinion that a Temple Star Map should be attempted, and if it succeeds make it an optional install so that players who want a Temple Star Map get their Temple Star Map whilst Players who want a Cave Star Map get their Cave Star Map.1 point
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Version 1.0.0
15 downloads
Title: Korriban Sith Military Academy Author: RavenFal Date Released: 07/04/2026 TLDR: Uthar, Yuthura, & Jorak all wear unique sith military uniforms while all other Dark Jedi wear the Dark Jedi robes previously only seen on the PC, Bastila, and a fallen Belaya. Some Dark Jedi in the academy are changed to be Twi'lek. Credits: Shem's Robes for Korriban Sith Students & Pwener's Korriban Sith Uniform Fixes (Both used with permission) This mod is very simple: It combines Shem's Robes for Korriban Sith Students & Pwener's Korriban Sith Uniform Fixes into one nice package, while removing all the extra crystals drops Shem's original mod added in order to keep the game balanced. The additon of Twi'lek Sith included in Shem's original mod is (mostly) still in place. I liked the idea of the Sith Academy on Korriban having the look of a military academy, but also thought it was weird that we are the only character that gets Dark Jedi Robes. So this mod changes every sith in the academy besides Uthar, Yuthura, & Jorak, to wear Dark Jedi Robes. Uthar, Yuthura, and Jorak now wear their appropriate unique Sith Military Uniforms at all times to highlight that they command both the Dark Jedi & Sith Soldiers of the Academy. Compatibility: Yuthura Sith Eyes with Light Side Transition - prioritize this mod's "dan13_yuthura.utc" file above the one added by that mod & there should be no issues. Incompatible with any other mod that changes the appearances of any of the Sith in the Korriban Academy. This mod will require you to have a saved game before you land on Korriban to take affect. Installation: Run the TSL Patcher executable. Uninstall: Replace the appearance.2da file in your override folder with the file saved in the backup folder. Delete all of the .utc, .tga, .mdl, & .mdx files of this mod from your override folder. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.1 point -
The Look In Override option just has it parse 2DAs in the Override whenever a 2DA is used in a template like a UTI, UTC, etc. It won't show up in the main asset browser. You'll have to open it manually via the 2DA editor (1st button under the top menu row). But KTool is old and creaky and not recommended to be used any more. There are multiple alternatives these days, including a new 2DA editor that was literally just released in the last 24 hours.1 point
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Version 1.1
988 downloads
Part of the... Hoods for Jedi Robes for KotOR2: TSL by AVol Version: 1.1 -------------------------------------------------------------------------------- Models in this mod based on Svosh's Robe Collar Fix. For correct use this mod you must download fixed textures for robes: - for Padawan robes: 'Standard Robe Pack for use with Svösh's Robe Collar Fix' from http://www.pcgamemods.com/13033 - for Master's robes: svösh's master's robe textures from http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm or: My variant of master's robe textures from http://www.pcgamemods.com/14506/ If you use Svosh's textures for masters robes you must copy all files from "svosh_master_robe_skins" folder in your game "Override" folder. If you use RedHawke's Exile's Item Pack you must copy files from "RHExileItemPack" folder in your game "Override" folder. ----- Installation: To copy all files of archive from folder Override in game folder Override. Using the "giveitem" cheat command (Optional!) This method will add the hood to the player character's inventory. To enable cheats, in your game directory edit swkotor.ini and under [Game Options], add EnableCheats=1. Start the game then when playing press ' to bring down the console prompt, which is not visible. At the console prompt: giveitem avol_hood_02 - Hood for Padawan Robe giveitem avol_hood_03 - Hood for Dark Padawan Robe giveitem avol_hood_04 - Hood for Baran Do Navice Robe giveitem avol_hood_05 - Hood for Matukai Apprentice Robe giveitem avol_hood_08 - Hood for Jedi Robe giveitem avol_hood_09 - Hood for Dark Jedi Robe giveitem avol_hood_10 - Hood for Norris Robe giveitem avol_hood_12 - Hood for Gray Jedi Robe giveitem avol_hood_13 - Hood for Jedi Knight Robe giveitem avol_hood_14 - Hood for Dark Jedi Knight Robe giveitem avol_hood_15 - Hood for Matukai Adept Robe giveitem avol_hood_17 - Hood for Jedi Master Robe giveitem avol_hood_18 - Hood for Dark Jedi Master Robe giveitem avol_hood_19 - Hood for Baran Do Sage Robe giveitem avol_hood_21 - Hood for Ossus Keeper Robe giveitem avol_hood_22 - Hood for Natth Cowling giveitem avol_hood_23 - Hood for Arca Jeth's Robe giveitem avol_hood_24 - Hood for Aleema Keto's Robe giveitem avol_hood_25 - Hood for Sylvar's Robe giveitem avol_hood_27 - Hood for Jolee's Robe giveitem avol_hood_28 - Hood for Thon's Robe giveitem avol_hood_29 - Hood for Crado's Robe giveitem avol_hood_30 - Hood for Nomi's Robe These can then be equipped by the player with the appropriate feats from the inventory screen.1 point -
I was going to post an update for the development of RC-K1CP soon, but since JasonRyder commented I'll update you all now. The Unused Head Restoration Pack mod, which hasn't been updated in several years, shall be renamed to the K1 Appearance Restoration Pack to match its Kotor 2 counterpart. The reason this is happening is because most of the appearance restorations from RC-K1CP, mainly the optional ones, are being removed from RC-K1CP and are instead being added to the K1 Appearance Restoration Pack. The reason I am doing this is because they're mostly incompatible with the NPC Diversity Pack mod. The appearances of RC-K1CP are added solely to restore the unused appearances whereas the NPC-DP is a genuine NPC Overhaul. By installing both mods, it is possible that the end result is not one that I personally intended for the player. Whilst these incompatibilities do not break the game in any way, I am certain players would prefer Restored Content and an NPC Overhaul without these two concepts "meshing" with one another. There are also actual incompatibilities that do impact the game, the Sith Officer Uniform Restoration install is incompatible with heyorange's Sith Army Reformation mod and the Jedi Appearance Restoration install is incompatible with Diversified Jedi on the Star Forge if you install that mod before RC-K1CP. Once this update goes ahead, the RC-K1CP will have most of its restored appearances removed. If players want a "pure" restored content game with no NPC Overhauls they can install the K1 Appearance Restoration Pack whereas if they want an NPC Overhaul they can instead download the NPC Diversity Pack. The unique heads for Tanis and the Czerka Rep on Tatooine from the Unused Head Restoration Pack are going to be added in the Galaxy of Faces mod so NPC Overhaul enjoyers will not need the K1 Appearance Restoration Mod if they want those two heads in particular. This update has been delayed to the development of the M4-78 Unofficial Patch mod this year, and whilst I do intend to make something special for ROR this update shall come eventually. And also, Carth's Restored Blaster icon is being removed in that update until it can genuinely be fixed. Whilst I can see why you'd report it as an RC-K1CP bug, this is actually a Sleheyron Story Mode bug in its entirety. K1CP restores the orange Twi'lek variant and RC-K1CP simply borrows that appearance for the fourth Vulkar. This means either one of two things have happened, you either: A) broke your install. B,) the Sleheyron Story Mode mod's installer is broken and therefore it has broken your game. The orange Twi'lek added in K1CP occupies line 509 of the appearance.2da. If @SAO1138 had setup his tslpatcher/holopatcher correctly then a new appearance number would've been assigned to your appearance.2da, the only way his big Gizka would replace the orange Twi'lek added in K1CP would be if Sleheyron's installer hard overwrote the existing appearance.2da with a pre-made one (which is very bad from a modding standpoint). Can you please attach your appearance.2da file here, since the orange Twi'lek should occupy line 509 of the appearance.2da being able to view your appearance.2da should confirm at least part of my suspicion. SAO, if we get to the bottom of this and it turns out that, by some miracle, it isn't Sleheyron Story Mode as I suspect I do apologizing for pinging you here.1 point
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Version 1.1.0
1,727 downloads
DESCRIPTION This mod is the second entry in my modding series attempting to replace KoTOR's alien models with high quality ones created from scratch. It effectively replaces the old Rodian 3d model with a custom one, along with its 5 texture variations. You may follow the development of this series here. Please note that this series is a work in progress and creating such characters takes a lot of time. COMPATIBILITY Any mod altering the model or textures of the vanilla K1 Rodians will be incompatible with this one. A compatibility patch for DP's Jedi Diversity on the Star Forge mod has been added. K1R compatibility has not been tested and therefore cannot be guaranteed. KNOWN ISSUES None (yet ). INSTALLATION Download and extract the contents of 'HQA Rodians.zip' somewhere on your PC. Navigate to the extracted 'HQA Rodian' folder and run TSLPatcher.exe. Let the installer do its magic but give it a hand if it can't find its way into your KOTOR game folder by its own. If you also use DP's Jedi Diversity on the Star Forge mod, download and extract the contents of 'Jedi_Diversity_on_the_Star_Forge_Rodian_Compatibility_Patch.7z' into your Override folder. Click 'Yes' to overwrite files when prompted. CREDITS bead-v: KOTORMAX and MDLEdit stoffe & Fair Strides: TSLPatcher seedhartha: KotorBlender SithSpecter: High quality blasters (used for the thumbnail render) Philip Trautmann: Thumbnail font (Prequel) Darthparametric: For creating a compatibility patch for his Jedi Diversity on the Star Forge mod. SPECIAL THANKS @Marius Fett For the unlimited supply of feedback provided and testing the models in-game. @DarthParametric For providing much needed constructive criticism and advice, as always, and for creating a compatibility for one of his mods (see above). PERMISSIONS Anyone is allowed to re-use the assets of this mod, including those contained in the modder's resources archive (coming soon), in any way or form they would like for their own modding objectives. I only ask to be properly credited for the assets used. However, I explicitly and strictly forbid anyone to directly re-upload this mod or any of its contents to any other site than Deadlystream.1 point -
Hi everyone! I am extremely excited to announce my Extra Saber Colors mod has been updated to include five new colors: chartreuse, inidgo, magenta, cyan, and orange! These were inspired by JC's Extra Saber Colors but I decided to add some in of my own. They are all compatible with and use Crazy34's new blade system. It took me awhile to figure out, but after trial and error I was able to edit the blade textures and models from Crazy34's modder's resource and to my delight they worked perfectly. You can download the mod here. I hope you enjoy!1 point
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Version 1.0.0
671 downloads
HD Holo ================================= MOD AUTHOR: Olegkuz1997 FOR WHICH GAMES: For Star Wars Knights of the Old Republic Description: ---------------- What does this mod do? Nothing much. This mod is a remake of the final scene with Admiral Dodonna's transmission, and more specifically, a remake of the hologram textures of the two characters. This mod is pretty rudimentary, I enlarged the original textures with AI and then manually edited them in photoshop. Tried to give the effect of "interference" and glow. Did it for myself, but if anyone wants it, take it. Yes, I'm aware of the awesome DarthParametric mod, but there were two things I didn't like about it: too strong blue color that kills the rest, and the lack of glow from the hologram. In his mod, the work is much more comprehensive, with redesigned UVs and models, which I have no idea about. Naturally, you have to choose between my mod and DarthParametric's mod, as they are done with different approach. There might be some questions about the hue, as it's not really "blue". It's actually something between the movies and the in-game version (turquoise). In the end, this is a texture mod, so anyone can open the file in paint or photoshop and adjust the color to their liking. Installation: ---------------- Drop tga and txi files in your game’s Override folder. To uninstall: ---------------- Take them out again. Known bugs: ----------------- Holo-Vandar turned out great, but Dodonna was a bit of a letdown. The whole thing is, I think, that she has an incorrect, and frankly crappy "mirror" model, so the textures of "interference" are not quite correctly displayed. Oh yeah, and she's also a bit translucent (eyeballs and mouth). I had to make the head textures brighter to try and hide these details. But overall, it's not too bad. I recorded a little video where you can see for yourself. But in general, this is a normal texture mod, so there should be no problems. Video: Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me.1 point -
Version 1.0.2
25,064 downloads
--------------------------------------------- Knights of the Old Republic --------------------------------------------- TITLE: Effixian's Qel-Droma Robes Reskin for JC's Cloaked Jedi Robes AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ----------------------- DESCRIPTION ----------------------- This is an add-on reskin mod for JC's Fashion Line I: Cloaked Jedi Robes for K1. It gives the Qel-Droma Robes a unique texture based on Cay Qel-Droma. This mod includes textures with and without gloves, which ones are used depends on which install option you picked when installing JC's mod. I toned down Cay's comic book orange/golden tunic to a more sandy colour. A matching HD icon is included. This mod will not update a Qel-Droma Robes item that you've already acquired, you need a fresh one. You can either do that through cheats (giveitem g_a_jedirobe06) or by using a save from before you loot the item. Requested by Salk. Related/alternative mods: - Unique Qel-Droma Robes for JC's Cloaked Robes by StellarExile and Salk - Lore-Friendly Qel-Droma Robes HD by constantinople33 ------------------------- INSTALLATION ------------------------- Unzip. Copy the files from the subfolder to your game's Override folder. -------------------------- UNINSTALLING -------------------------- Remove from the Override folder: g_a_jedirobe06.uti ia_JediRobe_055.tga PFBI55.tga PFBIA55.tga PFBIB55.tga PFBIBa55.tga PFBIC55.tga PFBIJu55.tga PMBI55.tga PMBIA55.tga PMBIB55.tga PMBIC55.tga PMBIZh55.tga ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------------- THANKS TO -------------------- - JCarter426 for making the Cloaked Jedi Robes mod - Salk for the request - Fred Tetra for KotOR Tool ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ----------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.1 point -
Version 1.0.0
538 downloads
This mod will add upscaled textures for the Kashyyk part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. Also included are the textures used by the Czerka Offices on Kashyyk and a few other places in the game. It's still a 400% improvement on the older files. Enjoy! Sky textures are made by the awesome Kexikus get them here: => => https://www.nexusmods.com/kotor/mods/691 point -
Version 1.1.0
896 downloads
This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here:1 point -
Version 1.0.0
901 downloads
Dak's Endar Spire Retexture - A KotOR I Mod Description: This is a retexture of the Endar Spire. All maps are 2k. Bugs/Known Issues: I didn't include a replacement for every texture in the area, so you will still see a few vanilla textures. Installation: Unzip the folder and drop the files into your Override. If you don't have one, make one! Permissions: -You may use these textures in your own mods, so long as you give proper credit. -You may upload this mod to modding sites if there is no other download link. -You may NOT use these textures for any other projects. -The above permissions are applicable to any of my old mods too, regardless of what their readMe's say. Enjoy! -Dak1 point