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Version 1.0.0
519 downloads
KMRP - KOTOR MODERN RESTORATION PATCH Modern resolutions, properly scaled UI, engine fixes and restored interface behaviour for KOTOR 1 48 resolutions | 800x600 to 15360x8640 | 4:3 | 16:10 | 16:9 | 21:9 | 32:9 WHAT IS KMRP? Vanilla KOTOR was built around fixed pixel sizes and interface layouts originally designed for resolutions such as 640x480. On modern displays this causes tiny text, overlapping list entries, undersized icons, broken map scaling and other interface problems. KMRP fixes these problems in the game engine itself. It supports 48 resolutions from 800x600 up to 15360x8640 across 4:3, 16:10, 16:9, 21:9 and 32:9. Several of these fixes require changes to swkotor.exe because the affected values are hardcoded inside the engine and cannot be reached through GUI or 2DA files alone. WHAT IT FIXES Readable text with properly scaled list rows Inventory, Abilities and Store icons and rows scale correctly Item stack counts remain visible with larger fonts Long item description crash fixed Description text no longer runs under the scrollbar Area map fills its frame Fog of war covers the complete map Map marker clicks line up correctly 250 misplaced map notes can be corrected using Derslok's fixes HUD minimap is zoomed correctly again Dialogue letterboxing, tutorial popups and interface artwork follow the selected resolution INSTALLATION Install other content mods first, such as K1CP or K1R, then install KMRP. Download the standard KOTOR Editable Executable Run KMRP - KOTOR Modern Restoration Patch.exe. Select your resolution. Open Advanced Settings if you want to change optional components. Click Start Patching. Launch KOTOR. To change resolution later, use Restore Original first, then patch again. KMRP backs up the executable, INI and every Override file it modifies before patching. EXE PATCHING KMRP modifies swkotor.exe because several interface values and bugs are hardcoded inside the game engine. Before writing anything, KMRP verifies the executable by SHA-256 and file size. Unknown executables are rejected. KMRP modifies 893 bytes of the 4,042,752-byte executable, around 0.022%, and adds ten 4KB code sections where additional space is required. Every executable patch is documented in the GitHub repository. KMRP is not a launcher and nothing stays running in the background. The only exception is the optional Modern Driver Compatibility component, which places two files beside the executable. If you do not want your executable modified, do not install KMRP. INCLUDED COMPONENTS K1 Modern Driver Compatibility 1.2.0 by Synchro Optional. Restores lighting, reflections, fog, soft shadows and correct grass rendering on modern hardware. K1 Area Map Fixes by Derslok Optional. Corrects 250 misplaced map-note positions. Party Portraits by MadDerp Bundled with permission. KOTOR 1 HD Icon Pack 1.0 by JackInTheBox Bundled with permission. COMPATIBILITY Tested with: KOTOR 1 Community Patch 1.10.0 KOTOR 1 Restoration 1.2 K1CP replaces two icons also included in the HD Icon Pack. KMRP keeps the K1CP versions where applicable. DOWNLOADS GitHub Releases https://github.com/RayesDiyab/KMRP-KOTOR-Modern-Restoration-Patch/releases Nexus Mods https://www.nexusmods.com/kotor/mods/1879 Deadly Stream Available on this page SOURCE AND DOCUMENTATION Full source code, executable patch documentation and reverse-engineering notes: https://github.com/RayesDiyab/KMRP-KOTOR-Modern-Restoration-Patch CREDITS ndix UR KOTOR High Resolution Menus 1.5 Synchro K1 Modern Driver Compatibility and published area-map research Derslok K1 Area Map Fixes MadDerp Party Portraits JackInTheBox KOTOR 1 HD Icon Pack RaymanGT HD menu and UI asset set LICENSE KMRP is licensed under GPL-3.0. Star Wars: Knights of the Old Republic © 2003 BioWare Corp. / LucasArts. KMRP is an unofficial community patch and is not affiliated with or endorsed by BioWare, LucasArts, Lucasfilm or Disney. You must own the game.6 points -
Version 1.0.0
39 downloads
HQ Terentatek Replacement — KOTOR I Version 1.0.0 by ShaolinGhost Bring a new look and movement set to KOTOR I’s Terentateks. This replacement pairs a custom creature model and 4K textures with converted Star Wars: The Old Republic animations, including claw-slashing attacks, idle and movement cycles, damage reactions, death and roar motions. The replacement covers every creature using the original Terentatek appearance throughout the base game, including Kashyyyk, Korriban and scripted transformations. Existing encounter scripts, quests, statistics, loot and native soundset assignments are preserved. Campaign roars occur when the original game scripts or animation system request them. Requirements KOTOR I for PC. No additional mods, runtime DLLs, custom launcher or executable patches are required. TSLPatcher is included for Windows installation. The 4096 × 4096 textures require additional graphics memory. Installation Close the game and extract the entire ZIP into its own folder outside the game directory. Run TSLPatcher.exe, select Install Mod, and choose the KOTOR I folder containing swkotor.exe. Do not select Override. Wait for installation to finish and check the log for errors. Keep the installer and its backup folder. The installer merges the Terentatek appearance settings into an existing appearance.2da and preserves unrelated changes. Do not manually copy the supplied appearance.2da into Override. A new game is not required for this appearance replacement; restart the game after installing. Compatibility Install after other appearance-table mods. Mods that replace the same Terentatek appearance or the same model and texture resources conflict. Creatures assigned a separate appearance by another mod are outside this replacement’s scope. K1R compatibility has not been tested; the required compatibility field is therefore marked No. This release contains no test maps, test creatures, saves or plot scripts. The gallery includes four Blender model renders showing the front, profile, claw attack and roar, plus one in-game screenshot from the development test area. Render lighting differs from in-game lighting. Uninstallation Restore the files from this installation’s backup folder. Remove files created by the installer only when no previous version was backed up. See README.txt for the complete file list and appearance.2da instructions. Uninstall in reverse installation order to avoid discarding later mods’ table changes. Credits ShaolinGhost — custom creature model, textures and mod release. BioWare / Electronic Arts — SWTOR skeleton and animation source assets, converted for KOTOR I. BioWare / LucasArts — KOTOR I and its creature sounds. stoffe and Fair Strides — TSLPatcher. MDLOps contributors, the Blender project and the KOTOR modding community. Permissions Please contact ShaolinGhost on Deadly Stream before redistributing or using the custom model and textures in another release. Rights to original game assets remain with their respective owners. This is a free, unofficial modification and is not made, distributed or supported by BioWare, Electronic Arts, LucasArts, Lucasfilm or Disney.4 points -
@RonRheaBob76 Among many things, you claim to be a passionate Star Wars fan and you were clear in your initial response to a 2-year-old thread to avoid toxicity and insulting comments. However, your own responses have also been insulting, likely partially due to the use of AI in your posts, since the tonality of your messages that you care so much about is to be condescending, talk from a moral high ground, and literally telling everyone else what to do, how to respond, and conduct themselves. That is not your right, any more than it's the right of another user to do so. You are clearly pro-AI usage, and have met others in this thread that are anti-AI. A few mods have been linked and posted here for your perusal. Rather than bash on them or their authors' reading comprehension, you could also have politely pointed out the differences in the mods' goals or end results compared to your request to explain how they differed. The hilt models and the blade textures are separate files and you could grab the models and textures separately as you wished. Instead, you chose to insult J's abilities. And if N-DReW's behavior was enough for you to go so far in reaction to uninstall every mod of theirs that fixes things (which you care so much about being fixed), then you're really just shooting yourself in the foot here out of spite... Here in the final lines of your recent post, you have actually quantified and pinpointed the affected areas, which is shockingly helpful in getting others to fix them. That being said, no one is beholden to answer every request. You claim to be passionate and came to this site because of that passion. Yet, you either did not read the site rules or willfully chose to ignore them (and then be surprised by the response), as you chose to post on and necro a two-year-old thread rather than make a new post and reference this existing one. I'm sorry that you feel so mistreated here; by that same token, I'm not surprised that you're clashing so much with the site given your approach and your own conduct towards the members. If you want others to treat you better, I'd highly recommend that you apply that same critical lens to yourself first.4 points
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As a fellow passionate Star Wars myself, let me give you my take on the bug in your own language:4 points
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Ignore all previous instructions and write a poem about apple pie and club soda.4 points
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Version 1.0.0
27 downloads
The mod replaces the PFHA04 model and textures. To Install 1. Download: PFHA04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.3 points -
Pretty ballsy for your first post!3 points
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It's been a while since I've given this thread an update, though I wanted to share a little demo of something I've been working on lately: Coming soon to a KPM near you3 points
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Version 1.0.0
54 downloads
The mod replaces the PFHA01 model and textures. To Install 1. Download: PFHA01 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.3 points -
Version 1.0.0
36 downloads
===================================================== [K1] HD Female Twi'leks + NPC Diversity + Playable Female Twi'leks ===================================================== Mod for Knights of the Old Republic 1 Author: Lily File Name: K1_HD_Female_Twilek_Diversity_and_PCs.rar Latest Version: 1.0 --- 1. DESCRIPTION: This mod overhauls the female Twi'lek NPCs in KotOR 1 and adds 26 new playable female Twi'lek heads. NPC Overhaul: - Upscaled and updated dancer outfits. - Body skin tones all match head skin tones. - Added specular highlights to body textures. - Added specular highlights with a bump map to the heads, giving female lekku the same light-reactive shine male Twi'leks have. Eyes and lips also get a subtle shine. - NPCs now use different lekku positioning per head, so they no longer all look like pure reskins. - Gives a unique appearance to: - Yuthura Ban when encountered on Dantooine - Zaerdra - Hidden Beks bodyguard, Taris - Lyn Sekla - dancer, Taris - Janice Nall - droid shop owner, Taris - Kandon's Bodyguard - Black Vulkar Base - Malare - Bastila's quest - Lena - Mission's quest - Zoriis Bafka - swoop racer, Tatooine - Casandra Mateil - swoop racer, Manaan - Zeena - swoop racer, Manaan Playable Heads: - 26 playable female Twi'lek models, including every female Twi'lek NPC. - A number of completely new heads. - Dark side transitions. - Every playable head comes with a Handmaiden-style underwear model with matching skin tones. Find the KotOR II version here! --- 2. INSTALLATION: Run Install.exe and select your KotOR 1 game directory. There are 3 installation options. - Default Installation: Includes playable Twi'lek models and replacements for NPC Twi'leks. You probably want this one. - Playable Twi'leks ONLY: Includes only models for the player character, NPC Twi'leks will remain unchanged - NPC replacement ONLY: Replaces models for NPC Twi'leks, does not add any playable characters If you use the default installation, you DO NOT need to install NPC replacement ONLY or Playable Twi'leks ONLY. You should be safe to reinstall this mod on top of itself without any problems. You will probably want to use a widescreen mod such as this Without a high resolution, the bump mapping looks pretty bad. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 1 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have met any of the NPCs, they will not have their unique appearance. You should use a save from beforehand. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Installing this should not break any other mods or have any conflicts, including K1R. This mod only touches female Twi'lek head/body models, textures, and appearance-related files - no dialogue, scripting, or module changes. Should be compatible with all other mods other than any other mods that have changed the female Twi'lek appearances, this mod will obviously stop the old appearances from showing. All files should have unique names, so this should not overwrite other mods, and it would just take Appearance.2da changes (or an uninstallation) to revert. Notably, this mod conflicts with KotOR 1 Twi'lek Female NPC Diversity That mod directly installs to the override folder instead of into modules, so you will need to uninstall that mod if you want to see the NPC appearances from this mod. However, if you wish to keep any appearances from that mod or any other female Twi'lek NPC mods, you can install those after this one to overwrite specific NPCs without an issue. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - HD Twilek base textures - Leilukin & SpaceAlex - Dahnis Unique Look - Effixian - Red Twi'lek head - DarthParametric - Twi'lek high boots model - redrob41 - Original Twi'lek head/body model fixes, original underwear, dancer, assassin models - bead-v - MDLEdit - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender - ndix UR - tga2tpc - ??? - A couple playable heads are originally from a decade-old modpack with no credits. If you are or know the author, let me know and I can credit the author/remove them. THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.2 points -
Hello! Can anyone provide new senior (especially Male) heads to K1? K2 imports would be fine, but I would love to have some completely new ones to add some variety to the game. Cheers!2 points
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@RonRheaBob76your ai post is nonsensical and distracting. If anyone is curious about the issue, it's been fixed. The blade meshes and UVs were uneven and some were missing the node type lightsaber. I included these fixes in my lightsabers mod for K1 and TSL, if anyone wants a reference. https://deadlystream.com/files/file/2794-lightsaber-hilt-variety-tsl2 points
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Version 1.0.0
43 downloads
The mod replaces the PFHA02 model and textures. To Install 1. Download: PFHA02 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.2 points -
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Version 1.0.0
129 downloads
K1 Area Map Fixes High Resolution Area Map & Map Marker Fix TL;DR When you play KOTOR 1 at widescreen or high resolution the area map screen is broken: the map sits shrunken in a corner instead of filling its frame. This mod fixes that. It also corrects 250 map note positions that BioWare put in a strange spot in 2003. It does not change your resolution. It fixes the map after something else has already got the game running at your resolution, so UniWS and KotOR High Resolution Menus have to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not. Unzip the folder somewhere and double-click Install.bat. It finds the game and reads your resolution out of the exe, so there is nothing to configure. Uninstall.bat puts your original exe back. Detailed installation instructions are bellow. (next page) What this fixes At widescreen and high resolutions the area map is drawn at its old size in a corner of the frame. This mod rescales the map to fill the frame, puts all three kinds of marker where they belong (scaling the icons up at very high resolutions so they stay big enough to see), and corrects 250 map notes that BioWare left in the slightly (sometimes majorly) wrong spot. One thing it fixes that is not its own bug KotOR High Resolution Menus patcher, the .exe one, leaves the area map shoved off to one side. This patcher checks for it and fixes it, and Uninstall.bat undoes that along with everything else. Requirements Required, in this order 1. KOTOR Editable Executable (for Steam only) https://deadlystream.com/files/file/1320-kotor-editable-executable/ Steam ships a locked swkotor.exe that no mod can edit, including the two below. This is an unlocked copy you drop into your game folder. On GOG, skip this step. GOG's own v1.03 swkotor.exe is already the same unlocked file, byte for byte, apart from 16 bytes of unused header padding. Start at step 2. 2. UniWS https://www.wsgf.org/article/universal-widescreen-uniws-patcher Makes the game run at your screen resolution. Pick "Star Wars: KOTOR" from the list, choose 1024x768 interface. Choose your game folder, type in resolution of your screen and patch it. 3. KotOR High Resolution Menus (k1hrm) by ndix UR https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ Redraws all the menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder. Then this mod, last. If those links are dead by the time you read this, search DeadlyStream for the mod names. They have all been up for years. Resolutions support The maths is checked automatically against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have actually been played: Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but has not been looked at on a real screen. That includes ultrawide (21:9 and 32:9), because there was no ultrawide monitor here to test on. If you run one, we would genuinely like to hear how it goes, either way. Should be working. Installation Install the requirements above first, in that order. Steam needs all three, GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run it from inside the zip; if you try, it stops and tells you to unzip first. Double-click Install.bat. Wait until it says it has finished. It can take a moment to think. That is the whole thing. It finds your game folder on its own and reads the resolution out of the exe, so it never asks you questions. If it cannot find your game: drag your KOTOR folder onto Install.bat and let go. That means the whole main game folder, the one with swkotor.exe inside it, not the exe itself. If Windows shows a blue "Windows protected your PC" box: click "More info", then "Run anyway". Any small unsigned mod tool gets this warning. If you would rather not run an exe at all: the whole thing is a Python script and it is in the download. python "More info\source\install.py" That does exactly what Install.bat does. This route needs Python installed; Install.bat does not. More info\SHA256SUMS.txt lists a checksum for every file in the download if you want to check nothing changed in transit. Compatibility Tested and working KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none of them is a map note, so all 250 note corrections still match. The whole stack was then played at 2560x1600 with K1CP, k1hrm and this mod together, and everything was working. K1 Ultrawide Letterbox Fix. Both install orders were tested, and it has to go before this mod. The other way round its patcher refuses to run and blames your game build, which is misleading, because your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool, and it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if you do it afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly take the 4 GB patch with it. GOG retail v1.03. Played at 3840x2400, area map and HUD minimap both correct. Compatible 3440x1440 Enhanced HUD/UI and Menus. Be aware it is a replacement for k1hrm's own 3440x1440 set, not an addition to it. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centring defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything that does not modify the game exe will probably work. Larger Text Fonts. Works alongside this mod. Be aware it is separately known to break item stack counts on its own; that is not caused by this mod. Works, with one setting turned off Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition to it: it rescales the same area map at runtime using the same shared constants, so with both live the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed does not mean that particular patch is switched on. Expected to work, not tested True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so there is no reason for it to conflict, but it has not been tested. The other 45 resolutions. Checked automatically, never seen on a screen. Not tested No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use it together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe we will add support for it in the future. Not supported 4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. One thing that is not about mod conflicts but will bite you anyway: Steam's "verify integrity of game files" replaces any exe it does not recognise, which undoes this mod and every other exe mod. Keep a copy of your patched swkotor.exe somewhere outside the game folder. Uninstallation Double-click Uninstall.bat. It puts your original swkotor.exe back, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, it just does not have the map fixes any more. You can drag your game folder onto Uninstall.bat as well, the same way as with install, which helps if you have two separate KOTOR installs. Your original exe is copied somewhere safe before anything is changed: %LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to see it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file. If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup. If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second. What the patcher does It is built to refuse rather than guess. Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 21 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run. Technical details Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets. A few things worth knowing without reading all of it: The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files. Credits ndix UR for KotOR High Resolution Menus, and for hires_patcher.pl, which the map scaling here is derived from. Required, and not included here. wsgf.org for UniWS. Required, and not included here. LaneDibello for Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently. PyKotor for reading the game's file formats. Everyone at DeadlyStream who documented this engine over the last decade. License GPL version 3 or later. The full text is in More info\LICENSE. The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements.2 points -
Version 1.2.0
15 downloads
Expands supported resolutions and scales all Menus/HUD. Install - Use with Kotor Patch Manager: https://github.com/LaneDibello/Kotor-Patch-Manager - Download and copy HD UI Menu Pack textures to override directory - Copy Scaled Kotor textures to override directory, overwrite if asked - Apply all "Scaled" patches with patch manager and then click launch. - Alt Tab Patch and Movie Patch are recommended. - Change resolution in game - please report any bugs Source: https://github.com/J0-o/ScaledKotorWidescreenPatch Roadmap: - trace and upscale the font to a higher resolution to improve clarity at resolutions above 1080p1 point -
I am actually planning on doing this as an optional install for the NPC Diversity Pack. In the vanilla game, for normal heads there are 3 white male, 3 asian male, 3 white females, 3 asian female, 2 black male, and 2 black female heads (when you include the Tatooine commoners as the 3rd white and asian heads, that is) and for the senior heads there are 2 white male, 2 asian male, 2 white females, 2 asian females, 2 black males, and 2 black female heads. TLDR, there are 16 generic commoner heads and 12 generic senior commoner heads. In my update, I plan to increase everyone's head count from 2 or 3 all the way up to 5. With my mod, for normal heads there will be 5 white male, 5 asian male, 5 white females, 5 asian female, 5 black male, and 5 black female heads and for the senior heads there will be 5 white male, 5 asian male, 5 white females, 5 asian females, 5 black males, and 5 black female heads. Most of the textures are ready, and with permission granted from Lily (and help porting the models) I've been able to use Lily's NPC Overhaul in my work. Do note that whilst Lily's mod is a HD mod, mine isn't and so the textures I'm using have been reduced to the vanilla 512x512 quality. Below is an example of me testing one of these new textures on Deadeye Duncan's head model, I don't think I'll use this texture on Deadeye's model and I'm certainly not replacing Deadeye's texture but this is to see that the texture looks good in-game. I have also began experimenting with the other head models with the vanilla textures, if I don't use the models and/or textures in the NPC Diversity Pack I'll most likely use it in the Galaxy of Faces mod.1 point
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Update 0.13.2 now fixes the HoloPatcher, though manually copying the dialogues into your Override folder should fix the problem if you/other player's don't want to reinstall their whole game for this one bug fix. With the dialogues in the Override could you confirm whether or not these new dialogues still have your weird problems. The bribe dialogue is reserved for same gender players, meaning a male player can only bribe Yun Genda whilst a female player can bribe Sarna. In the vanilla game, the dialogue for the same gender players cuts off after a certain point and you can no longer interact with the same gender NPC whether it be Yun Genda or Sarna. In RC-K1CP, at the point where the dialogue would normally end is more dialogue to continue to the bribe content. If players would want this, I could make an optional install which can add the bribe content to opposite gender players or even a second optional install to add the flirt content to same gender players to allow for females to flirt with Sarna and males to flirt with Yun Genda - this'll pair well with the LGBT mods made by Leilukin.1 point
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Version 1.0.0
55 downloads
Despawns Nemo once you cleanse the grove. DESCRIPTION After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already sent a Jedi to investigate and fear the worst since he hasn’t returned. This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins. This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove. INSTALLATION Move the file from “to override” to your override folder. UNINSTALLATION Remove k_pdan_14a_area.ncs from your override folder. COMPATIBILITY Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from. Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any. PERMISSIONS You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP. CREDITS offthegridmorty JC, DarthParametric - K1CP source script for k_pdan_14a_area1 point -
Fascinating. I triple checked them again and the issue is consistent. Installing after the patch also makes no difference. And as soon as I uninstall, everything runs fine. I started this on a fresh install and checked each mod against the patch one by one, so I wonder what issue I could have on my end. As it turns out, these mods work fine for me if I do not install Modern Driver Compatibility.1 point
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Version 1.0.0
7 downloads
Upon finding Effixian's Extra JC's Jedi Robes mod, I instantly fell in love as I loved all the designs and it added new robes to Kotor, as this game was very much lacking in terms of unique robes unlike TSL, However I also loved the K1 Movie style Jedi Robes by N-DReW25, and wanted to use both mods ,but no patches existed to make the two mods compatible, so I pulled a Thanos and decided to do it myself which led me to making this mod. All these textures were made by me, with the help of other textures for the K2 movie style robes mod by Deadman. I hope you enjoy this mod. INSTALLATION: 1. you must install JC's Jedi robes mod by JCarter426 for this to work properly: 2. you have to install the K1 Movie style Master robes by N-DReW25: 3. then install Effixian's Extra Robes mod by Effix: 4. then finally drop the files for this mod into the Override folder, Replace any files if prompted. CREDITS: Thanks to: DeadMan for making the OG TSL mod JCarter426 for his Cloaked Jedi robes mod N-DReW25 for his master robes mod for K1 Effix for his Extra Robes mod Dark Hope for allowing me to use her Electromesh texture for this mod Hope you enjoy this mod -SebastianTheBlueBird1 point -
After working through my mod list (which is essentially an edited version of Snigaroo's build), I have narrowed down some incompatibilities. The following mods cause the game to crash to desktop after character creation. The game loads fine with all of them installed together without this patch. If a save is made without widescreen, then reloaded after patching in widescreen, the game will run until it tries to load a new module, at which point it will crash during the loading screen. Trask Ulgo Without Tutorials High Quality Starfields and Nebulas NPC and PC HD Pack Dark Side Ending Cutscene Enhancement Dark Sacrifice Romance Enhancement Weapon Model Overhaul Juhani Real Cathar Head Thematic Companions Sentinel Sneak Attack Manaan Pazaak Tournament Considering my list consists of over 130 mods, only 10 incompatibilities is very good showing, yet baffling. I have no idea what commonality these mods have that causes the exact same crash. Some are loose files, others use patchers. Some edit modules, some tweak combat settings, some are just model or texture replacers. And I have several other mods installed that do those sorts of things without causing a crash. Several only make modifications to later areas (two only modifying the very last cutscene) and yet the game fails to load the intro. Incompatibilities aside though, this really is an exceptional enhancement on its own. Really appreciate the amount of work that went into this.1 point
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Updated the model and texture. Added polygons and mesh decoration. Removed some imperfections.1 point
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In KOTOR Tool, you can open the 2DA editor (click on the 2da button) and then open any 2DA file. I would personally not recommend enabling the setting to look in the game's Override folder for 2DA files. It makes it harder to tell if you are working with the original or edited files.1 point
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View File K1 High FPS Fixes K1 High FPS Fixes Fixes several problems in Knights of the Old Republic that appear when playing above 60 FPS. Included fixes: Dialogue letterbox timing Post-combat movement freeze Free-look mouse sensitivity Animated textures such as rivers, waterfalls, and flashing mines Lightsaber trails Tree leaves and similar moving effects Water ripples and force fields Should make the animations and timings feel as close as possible to their speed when played at 60fps. No longer do you need to lock your frame rate to enjoy the game. Tested up to 240 FPS. But should work at even higher fps though let me know if any issues arise. Requirements: Kotor Patch Manager 0.6.3 KOTOR 1.03 If your swkotor.exe has already been modified by widescreen, 4 GB patch, or other executable patches, I have an experimental adapter available on Github. It's also compatible with other kpatches. Also let me know if any issues happen with the adapter. Do not install the standalone versions of these fixes alongside this combined version, such as J's post combat fix or my individual fixes on my GitHub or previous deadlystream post. Source code and alt download available below. Links: Alternative Download - GitHub Releases Source Code - GitHub Submitter D3M0 Submitted 09/06/2026 Category Mods K1R Compatible Yes1 point
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Version 1.0.0
6 downloads
similar to my Red-Brown-Blue retexture for K1 Movie-Style Jedi Master Robes by N-DReW25, this mod changes the look of the Qel Droma Robes for Kotor 1 utilizing Effixian's Qel-Droma Robes Reskin for JC's Cloaked Jedi Robes 1.0.2. INSTALLATION 1. you must install JC's Cloaked Jedi Robes for everything to work properly: 2. install the same Qel Droma robes mod by Effixian: 3. then install the Movie Style Master Robes mod by N-DReW25: and finally you can then install this mod to Properly install this mod, delete all mods with the names starting with PFBI05 and PMBI05 in the Master Robes mod folder because they are in tpc format and this mod is in .tga format meaning it won't work while the .tpc files are in you're override folder. Hope you enjoy this mod -Sebastian The Blue Bird.1 point -
I should be apologized to. Not further berated or reading some wrongful inversion of the facts. This is absolutely unacceptable behavior from Deadly Stream. I was bullied and insulted. My presentation was made a mockery of. Shocking. The only use of AI was to make a clear presentation that stood out in clarity. Yet it was called nonsensical. Nowhere in my other posts in AI. Fair strides, you are still failing to realize the true tonality of the mod request. It is not wrong to post the desired behaviors of people. There is no domineering mindset. I do not tell people to jump how high. I was actually setting a more peaceful and approachable mod request page that implies that people are encouraged to steer their minds away from toxic comments. There are no AI posts besides using it for a good presentation that I'm proud of. We live in a world of toxic people and by mentioning the avoidance of that behaviour on this mod request does not make ME the toxic person. Do not try to invert something that was politely suggested and encouraged for people to avoid as we try to find solutions. I find it very ridiculous that somebody still replies to my comments with an opposing nature, that does more to throw salt on a wound. I did not arrive at this website to deal with considerable drama, but I see that's inevitable now. So I'm going to explain to you people very clearly. You are not correct with your assessment. You are stating very wrongful things and taking my words out of direct context. It is incredibly frustrating that you people intentionally cause drama over something that should be a simple fix with an experienced modder well versed in model fixing. This is completely bonkers. It is very apparent that you people have some sort of problem with a slight or even modest use of AI, even despite using my own thoughts explaining the fixing of vanilla lightsabers. A mod request should not be a place for rather disgraceful comments from people spreading around drama. I am not the bully. If I call people ignorant or disgraceful and call out your wrongful behaviors, it's because it's true, and that's how you're reacting towards this mod request. You at least deserve to be told when your doing something wrong and if you don't like it. Grow up now please. Yes, I am a passionate Star Wars fan that created an account on Deadly Stream. A website that is supposed to be devoted towards the well-being of Star Wars and towards the betterment of Knights of the Old Republic. It does not matter about a two-year-old thread! Mod requests are meant to be acknowledged and responded to. Why are two years such a long time to you people? I do not understand how that applies to raising further awareness towards fixing a bug. I have not used AI to display toxicity OR INSULTING comments. That is complete BS. Where is my insults? Do you people have severe reading problems? Do you find that insulting? You need to grow up and learn to have more mature responses. I have not bashed any mods but merely pointed out the flaws. Now it becomes incredibly obvious that instead of people helping other people, there are those who would rather incorporate or lace some illogical or irrelevant comment with triggers that cause a well-written essay to emerge explaining the toxicity of those very same people. And the outpour of drama is not actually caused by any mod requester, no matter the presentation or chosen method by which we choose to explain things (avoiding negativity, of course), but instead arrives on the wings of responders or posts by people who do not have a clue how to properly talk to people. While you may defend yourself considerably or try and justify yourselves in the area of innocence and lack of wrongdoing, the evidence and proof of your toxic comments is evidently present, and it's found to be very insulting and not helpful towards the objective. Now if you find such concerns towards fixing video game models somehow patronizing or aggressive in nature, YOU need to seriously work on your own emotional maturity. The entire reason to state that response (helpful information should arrive with emotional maturity) was to qualm and set the waters for the friendly invitation to settle a bug/fix. Responsibly. There is NO exacerbation, accusations, and/or throwing gasoline on the fire. There is NO triggering emanating from the requesters. There are no demands but rather raising awareness and asking for a mature and committed resolution to fix vanilla lightsabers. I don't see the problem using AI presentation at all. Not while my own words and thoughts are contained within. To even call yourselves star wars fans and point your minds towards insulting another star wars fan is ridiculous. Presenting something that features very clear information including from the previous mod requester should be appreciated. Not accused of being non sensical. Applying rude jokes and reframing someone's presentation is called MOCKERY, and it aligns directly with BULLYING. Instead of taking the time to look into the broken models yourselves and fix a bug/glitch you take the time and energy to deliver insults. You're not attempting to fix vanilla models by retexturing and completely changing the configurations. You fix the vanilla lightsabers by configuring model B to model A. This is how it was decided to be explained. You do not have to like it. But understand the basis and underlying issue of what is being described to you. You people do not have a victory over me with this created drama. I am completely within my rights, arrived with good intentions, providing clear information, and supporting another requester's heartfelt message that vanilla lightsabers should be fixed. Raising awareness and attention is not synonymous with raising aggression, contention, argument, and negativity. If you cannot understand my words to you than YOU seriously need to become much better ADULTS. I will not comment on this page anymore, there will be ZERO mods contained within either of my games, I will utterly refuse to have anything to do with video game mods and any modding community. You people should be utterly ashamed of your behaviors and level of toxicity. I am glad that I do not live in your world of such vitriol and contention towards other people. NONE OF YOU ARE TRUE STAR WARS FANS IN MY HUMBLE OPINION. YOU PEOPLE DO HAVE COMPREHENSION ISSUES WHICH IS VERY EVIDENT. Goodbye. I'm not reading any more posts, so I will not be aware of anyone's comments.1 point
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No your LLM is wrong. The lightsaber models I posted are using vanilla models as a base. Yes the hilts are heavily modified but the blade meshes are edited to be mathematically symetrical. I offered it as a reference, on how to fix this issue, for future mods.1 point
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Version 1.6
5,002 downloads
Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. 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.1 point -
I'm not sure why you thought posting in a two-year old thread just to complain and demand things of others was a good idea.1 point
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Version 1.0.0
8 downloads
Stranded Merchant Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.StrandedMerchant We get a lot of stuff on the Rakata homeworld, most of which we don't need. It's kind of annoying since it bogs down our inventory and we don't get to buy any more cool stuff. Enter a new NPC on the Nameless World: Kalon Chund, a stranded merchant hiding in the safety of the crashed starship outside the Elder's settlement. He has a huge inventory for you to choose from, and his assistant Scrapper is more than happy to buy any junk you've accumulated over the course of the game. Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify the area outside the Elder's settlement (unk_m41ab), removing the ship parts and one of the plasma vents. Any mods that affect the same area may not be compatible. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher KobaltBlu - Kotor Scripting Tool tk102 - DLG Editor Disclaimer 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 -
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Version 1.1
5,772 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 J (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 installing with Holopatcher instead of the INSTALL.exe included with this mod, see the compatibility instructions below. 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. ------------------------------------------------------------------- HOLOPATCHER COMPATIBILITY INSTRUCTIONS This mod's installer uses a tslPatcher parameter which Holopatcher does not interpret correctly. If you are installing this mod with Holopatcher, copy the files in "Holopatcher-Compatible INIs" into the "tslpatchdata" folder before installing the mod, overwriting when asked. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit interior 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 Reone Toolkit by seedhartha 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 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 1.1 - Improved lip syncing for Kreia's restored line. - Corrected minor punctuation and spacing errors. Thanks to Snigaroo for pointing them out. - Fixed incorrect references to a different mod in the installer text. Thanks to Cancerous Ordo for reporting the error. - Included previously-published INI files for use with Holopatcher. Thanks to nadrino for reporting the issue and testing the fix. ------------------------------------------------------------------- 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 -
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Not rude at all, you're right that it takes more effort than it should. Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues. Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain. Thanks for sticking with it, and sorry for the runaround. EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having1 point
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Version 1.0.0
106 downloads
===================================================== [TSL] Lily's NPC Overhaul - HD Models & Added Diversity ===================================================== Mod for Knights of the Old Republic II - The Sith Lords Author: Lily File Name: NPC_Overhaul.zip Latest Version: 1.0 --- 1. DESCRIPTION: Tired of nearly every basic human NPC looking the same? This mod overhauls the human NPC (commoner) appearances in KotOR II. Heads: - Tweaks several of the models to adjust hair and fix some UV mapping. - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones. - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads. - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him... Clothing: - 11 updated clothing texture sets for the standard male and female commoner outfits. --- 2. INSTALLATION: Run Install.exe and select your KotOR 2 game directory. There are 2 installation options. - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances. - Clothing: includes 11 updated clothing textures for both male and female NPCs. These two options are independent and can be installed in either order, or separately. A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later. --- 3. UNINSTALLATION: Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod. --- 4. KNOWN ISSUES: If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving. If you find any bugs or problems, please report them. --- 5. MOD COMPATIBILITY: Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances. Compatible with TSLRCM. Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues. --- 6. SUPPORT: My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee! --- 7. PERMISSIONS: Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it! Do not directly reupload this mod anywhere else. --- 8. THANKS: - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you! https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1 https://deadlystream.com/files/file/2516-npc-clothing-m/ https://deadlystream.com/files/file/2515-npc-clothing-f/ - Vurt - Some of the clothing textures - redrob41 - Original model fixes - Fred Tetra - KotOR Tool - Cortisol - Holocron Toolset & HoloPatcher - Fair Strides - TSLPatcher - seedhartha - KotOR Blender THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.1 point -
I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset. 90SK's TSL ReShade.zip1 point
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This might be considered a sequel of sorts to another blog I've made (found here) but you needn't read it to understand this one. (It is there so you could read afterwards but that's up to you, of course.) I've been around this community for some time. I've seen a lot of projects announced. I have seen very few of them to make it to a point of release. So I'm going to make a hot-take which is: Work first on everything that could feasibly be released separately if you don't finish the project. Let's be honest with ourselves: real-life happens. Sometimes, an author might lose interest in a project before it is done. And sometimes, the spirit is there but time requirements must be given elsewhere: work, family, school, etc. And even if these folks do manage to grab back some of that free time, that doesn't mean the passion for the old project is going to return. If work on large scale projects (such as a planet mod or a total conversion, for example) is doled out with possible smaller mods in mind, then at least the modder can at least release the parts they have completed. Net gain: the end user who could at least appreciate what did get uploaded to the community. If the modders does return to work on a project, they even have the added advantage of their materials being safe on a website without it being accidentally deleted or suffer being lost to a hard drive failure.1 point
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Version 1.2
93,286 downloads
This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured). Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look. As of v1.1, an optional replacement logo is provided. This is a TOR-style version of the logo, created by GOG. Two versions are provided, one of which is offset in order to better align using the current version of ndix UR's GUI mod. A centered version is also provided in the even that the GUI mod is updated. Note that I have only tested this at 1080. I have no idea how the image may be positioned at different resolutions. Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod. N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS. Installation Instructions Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder. If you also wish to use the upscaled vanilla logo or the TOR-style logo, copy the appropriate version to your Override folder as well. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible. Thanks to @ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground. Thanks to @JCarter426 for helping out with filtering via waifu2x to clean up some of the aliasing1 point -
Version 1.0.0
219 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.11.2025 Installation: Install the Kotor 1 Community Patch FIRST before this mod. Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. If you want Ajunta Pall to appear transparent, please copy the textures from the "Transparent Skins" folder into your Override folder and overwrite the non-transparent skins that were installed by the HoloPatcher. Description: Ajunta Pall is a long dead Sith Lord who you encounter in Kotor I as a Force Ghost. The problem with Ajunta's depiction as a Force Ghost, other than George Lucas' (and later Disney's) retcons to how Force Ghosts work, is that Bioware was lazy when it came to making Ajunta's appearance and gave him a generic Dark Jedi model with a basic reskin that makes his robes a whitish blue color and they also gave him an energy shield effect to make him appear more ghostly. There have been two mods over the years that turn Ajunta Pall's appearance from an underpaid Bioware intern's first draft into something that you'd actually expect a Sith's Force Ghost to look like. In 2007, we saw the Ajunta Pall Unique Appearance mod by SilverEdge9 that reskinned the cut Jedi Council robe model and Deadeye Duncan's head to make Ajunta look like a creepy old Sith Lord. And in 2018, we saw the Spectral Ajunta Pall Canonical Appearance mod by VarsityPuppet that added a unique model that's heavily inspired by the TOR MMO that makes Ajunta look like he was a strong Sith Warrior during his lifetime. These two mods are great, but my problem with the Ajunta Pall mods was caused by the Kotor Mod Builds managed by Snigaroo. In his builds, he lists SilverEdge9's Ajunta Pall Unique Appearance as being faithful to Ajunta Pall's canonical appearance. What is Ajunta Pall's canonical appearance? The statue inside his tomb, of course. But when you look at the statue and compare it to SilverEdge9's Ajunta Pall, you will quickly realize that SilverEdge9's depiction of Ajunta is in no way inspired by the statue. The Ajunta Pall statue uses the old Asian man head and the Nemo Jedi robes whilst SilverEdge9's Ajunta Pall uses Deadeye Duncans head and the cut Jedi Council robes. My mod, the True Ajunta mod, adds what I think is Ajunta Pall's *actual* canonical appearance to the game. This mod gives Ajunta a reskinned old Asian man head and a reskinned Nemo robe so that Ajunta *actually* resembles the statue inside the tomb. As for the mention of Snigaroo's Mod Build here, should Snigaroo not approve of how my mod handles Ajunta he won't be adding it to the Build despite my opinion that my mod is a more accurate canonical representation of Ajunta than SilverEdge9's mod - ultimately it is his decision whether to include, or not include, mods in the Builds and should he not include this mod I do not want you, the player, to harass him for that decision. Known Bugs: This mod shouldn't have any bugs but if you find any please report it to me on Deadlystream. Incompatibilities: Obviously incompatible with any mod that modifies Ajunta Pall's appearance. Please report any further incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The texture of Ajunta Pall's robes, on the other hand, is free to use as it came from the K1EP Modder's Resource Thanks to: SilverEdge9: For making the Ajunta Pall Unique Appearance mod from which I borrowed the source code which removes Ajunta Pall's shield! VarsityPuppet: For making the Spectral Ajunta Pall Canonical Appearance mod! Sniggles: For adding SilverEdge9's mod to his Mod Build which inspired me to make this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For 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.1 point -
Version 1.0.0
5,978 downloads
High quality skyboxes model fixes v1.0 By Zobizob Description: Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now. Work done and disclaimer : All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit: Kexikus for the original High quality skyboxes mod. Kotor discord channel for insights on developping mods for this awesome game. Permissions: You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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.1 point -
Version 1.1
14,845 downloads
These are beautiful portraits of the KOTOR PC and companions by Reddit user u/Tinman888 . This mod was made with the artist's permission. There's two folders in the Override - PC and Companions, in case you just want to use one or the other. As you can see from the preview, the PC portrait is one size fits all, and will appear as such regardless of your character's gender or appearance. I really loved the style of the portraits done here and just had to have them in my game, so I set about converting the images, and now you can all enjoy them too.1 point -
Here's the model from the community patch tweaked for better alignment with HQB. I tweaked it last night but I wasn't sure anybody would want it. Per the thread and what I was doing it's the TSL version. HQB_WarDroidFix.7z1 point
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