Leaderboard
Popular Content
Showing content with the highest reputation since 12/31/2025 in all areas
-
5 points
Version 1.0.0
80 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. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades. 4 Vibroblades Vibrocutter - vibrocutter Vibroblade - w_melee_05 Zabrak Vibroblade - w_melee_10 Tehk'la Blade - w_melee_27 3 Vibroswords Vibrosword - w_melee_06 Echani Vibrosword - w_melee_21 Sith Tremor Sword - w_melee_22 5 Vibro Double- Blades Sith War Sword - w_melee_12 Vibro Double-Blade - w_melee_15 Trandoshan Double-Blade - w_melee_20 Zhaboka - w_melee_28 Ludo Kressh's War Sword - w_melee_x12 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender -
4 points
-
4 points
Version 1.0.0
29 downloads
Description: The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. Installation: If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name. Credits: Holocron Toolset by Cortisol JC's Loadscreen template modders resource GIMP -
4 pointsIt's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
-
3 points
-
3 pointsCould we have some different mods on the Download page listed for the Featured Download section? It might be refreshing to have something more recent than 2018 in there. (Most of the mods in that section are even older.)
-
3 points
Version 1.0.0
37 downloads
This is my interpretation of Bandon armor. Available for both male and female. This mod adds 3 different power level armors with the same model. Tier I the weakest and Tier III the strongest. This mod replaces Reven/Starforge model so any other mod that does this will not be compatible. If you equipe Atton with this armor the game will crash. ----------------- INSTALATION: 1. Add the files in the override folder How to get them: Method 1: Add the items in the inventory with the Savegame editor Method 2: Cheat Codes: giveitem a_robe_67 giveitem a_robe_68 giveitem a_robe_69 ------------------ Acknowledgements: 90SK: Thank you for allowing me to use yourr port of the Bandon armor model. Effix: Thank you for allowing me to use the structure of the files. -
3 points
-
3 points
-
2 points
Version 1.0.0
1,382 downloads
----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: Effixian's Zeison Sha / Jal Shey Reskin 2020 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Extract the zip, move the files from the folder to your override folder. ----------------------- DESCRIPTION ----------------------- Yes, I wasn't quite done with trying to give you another (better? I hope) version of the Zeison Sha and Jal Shey Armors. Like my 2010 version it has more neutral colours and again it's inspired by the Clone Wars era Obi-Wan. I felt the Malak armor needed to reflect its darkside requirement more, so that has red instead of neutral colours. Not compatible with my other Zeison Sha/Jal Shey mods and other mods that replace them. New feature this time: In the vanilla game the Jal Shey Neophyte Armor and the Jal Shey Advisor Armor use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor then it will simply look the same as the Jal Shey Neophyte Armor. What is what (info on where to get them is from gamebanshee.com): - - Brown cloth, white pants, black boots - - Zeison Sha Warrior Armor (item: a_robe_16) • This item is either very common or randomly placed throughout the game. Files: PFBM01, PMBM01 & ia_ClassZS_001 - - Beige cloth, white pants, black boots - - Zeison Sha Initiate Armor (item: a_robe_06) • Dantooine (Enclave Courtyard) - Purchased from Daraala Files: PFBM02, PMBM02 & ia_ClassZS_002 - - Beige cloth, black pants, white boots - - Jal Shey Neophyte Armor (item: a_robe_07) • Onderon (Merchant Quarter) - Purchased from Gegorran • Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes Files: PFBM03, PMBM03 & ia_ClassZS_03 - - Brown cloth, beige pants, white boots - - Jal Shey Mentor Armor (item: a_robe_20) • This item cannot be obtained through any conventional means. Files: PFBM06, PMBM06 & ia_ClassZS_004 - - Brown cloth, black pants, white boots - - Jal Shey Advisor Armor (item: a_robe_11) • This item is either very common or randomly placed throughout the game. Files: PFBM07, PMBM07 & ia_ClassZS_07 - - Black cloth, black pants, black boots, red armor - - Darth Malak's Armor (item: a_robe_26) TSLRCM only, this item is not random loot in the vanilla game. Files: PFBM05, PMBM05 & ia_ClassZS_005 It is possible to rename filenames to swap textures. --------- BUGS --------- None ------------------------- UNINSTALLING ------------------------- Remove from your override folder: a_robe_11.uti ia_ClassZS_001.tga ia_ClassZS_002.tga ia_ClassZS_003.tga ia_ClassZS_005.tga ia_ClassZS_006.tga ia_ClassZS_007.tga PFBM01.tga PFBM02.tga PFBM03.tga PFBM05.tga PFBM06.tga PFBM07.tga PMBM01.tga PMBM02.tga PMBM03.tga PMBM05.tga PMBM06.tga PMBM07.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- Fred Tetra for KotOR Tool --------------------------------- 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. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix -
2 pointsSomewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
-
2 pointsThe mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
-
2 points
-
2 points
Version 1.0.1
56 downloads
Rebalance of the Taris duelists. SUMMARY This mod re-equips and rebalances the Taris duelists, aiming to give them more variety, smooth out their difficulty curve, and make the fights a bit more challenging and engaging overall. Almost all duelists have had their stats or equipment tweaked to some degree to make them more distinct in both appearance and combat while ensuring a natural progression in difficulty throughout the fights. Twitch has undergone the most extensive changes and should now be significantly more challenging. Each of the human duelists gets a different set of level-appropriate light armor, instead of all wearing the same armor as they do in vanilla. Certain duelists have had their AI tweaked for improved behavior. Detailed changes to each duelist are listed below. This mod is not intended to dramatically alter the difficulty of the dueling arena but will make it harder overall. Note this mod will only work on saves from before entering the Taris cantina for the first time. DETAILS INSTALLATION Run HoloPatcher.exe and select an install option. The default option installs the mod to the Override folder. An alternative option is included which installs to the Modules folder. If you don’t have any mods which edit these NPCs in Override but do have mods which edit them in Modules, you can use the alternative install option to prevent overwriting them. See compatibility notes for more details. Direct the installer to your game folder then press install. Unaltered copies of any modified files will be placed inside the backup folder in the location of HoloPatcher.exe. If you receive the following warning while running the alternative install option: “A resource located at ‘…\Override\…’ is shadowing this mod’s changes in Modules\tar_m02ae.mod!” then you should install the default option instead. If you have Effixian’s Taris Arena Changes installed, run the compatibility patch after running the default install option. UNINSTALLATION To uninstall from the default install option: Remove the following files from Override: tar02_bendak021.utc, tar02_gerlon021.utc, tar02_ice021.utc, tar02_marl021.utc, tar02_twitch021.utc, tar02_deadeye022.utc, m_ai_dueler.ncs, m_att_dueler.ncs, m_dmg_dueler.ncs, m_htb_dueler.ncs, m_per_dueler.ncs, m_rnd_dueler.ncs, m_spn_dueler.ncs, and m_udf_dueler.ncs. If any files were created inside the backup folder, move them to Override. To uninstall from the alternative install option: Remove tar_m02ae.mod from the Modules folder and, if present, replace with the tar_m02ae.mod in the backup folder. COMPATIBILITY Two install options are included to allow compatibility with different sets of mods that edit the same NPCs. If you are using any other mods which edit the duelist NPCs in the Override folder, you should use the default install option. However if the only other mods you have which edit these NPCs do so in the Modules folder, you can use the alternative install option to prevent overwriting them. See list of which mods are compatible with which options below. Installs to Override (use the default option if using any of these mods): Effixian’s Taris Arena Changes by Effix NOTE: Install order critical! Taris Arena Changes > Differentiated Duelists > Patch Bendak Starkiller Emblem Armour by redrob14 Installs to Modules (use the alternative option if using any of these mods and none of the previously listed mods): K1 NPC Diversity Pack - N-DReW25 NOTE: If you prefer the armors from this mod, install it after Differentiated Duelists. Galaxy of Faces - N-DReW25 If unsure, install using the default option after any other mods that edit these NPCs to ensure its full changes take effect. Twitch, Ice, and Bendak will not be affected by combat AI changes from other mods. PERMISSIONS Feel free to do whatever you want with this mod as long as credit is provided. CREDITS offthegridmorty HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Mods in screenshots: High Quality Blasters by Sithspecter HD Fire and Ice by Cinder Skye JC’s Blaster Visual Effects by JCarter426 Taris Dueling Arena Adjustment by DarthParametric Taris Reskin Pack by Quanon Ultimate Character Overhaul by ShiningRedHD Ultimate Taris High Resolution by ShiningRedHD -
2 points
Version 1.0.0
12 downloads
A very simple mod that changes the brightness slider, to help with brightness calibration. Install: Just place the files in override, Then adjust brightness in game. Start too bright and then use arrow keys(or D-Pad) to make incremental adjustments to the brightness until the first block disappears.. The middle bock should be barely visible. The third block should be very visible. -
2 pointsI know this, I know what I'm looking at here. This isn't TSLRCM, this is the bootleg Malachor VI mod that a Russian modder made. Where did you download your mods from? You're playing a Russian mod that has not been translated for English users and is practically unknown to us. If you are using the mod that I am thinking of, then there are problems with it that prevents any translation work into English from being done. 1) It contains Visas audio files from the Ravager for Malachor of her dying. I suspect it's for if Visas dies on Malachor, but since the Russian modder named these files something like "907visassex.mp3" the other prominent modders I have shown this mod to assume the Russian modder added a sex scene to the mod and so refuse to probe into the mod any further. 2) The Russian modder I speak of has been missing since the start of the Russo-Ukrainian War in 2022, it is very much possible that the maker of this mod perished during the initial invasion of Ukraine and thus he can neither help us or give us permission to modify his mod.
-
2 points
Version 1.1.0
59 downloads
Five variants for the textures of the 2 armors added by Sheam for BaoDur. ----------------- INSTALATION: 1. Install "Bao-Dur Wears Jedi Robes" by Shem https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/ 2. Choose one of the reskins you prefer and replace them in the override folder. ------------------ Acknowledgements: Shem - For "Bao-Dur Jedi Robe" --- https://deadlystream.com/profile/17254-shem/ 90SK and L0rdReV@n88 - For the textures at variant 2 --- https://deadlystream.com/profile/8934-90sk/ DARTH DARKUS - For the textures at variant 3, 4 and 5 Kaidon Jorn - For the new textures --- https://deadlystream.com/profile/8962-kaidon-jorn/ -
2 points
-
2 pointsAll that drip just to give you this Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 It's a shame such a baller mask has the Kotor ingame stat equivalent of slightly increasing resistance to spicy food
-
2 pointsSince people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
-
2 pointsI'm working an an alternative solution that should be easier to modify and doesn't have some of the minor visual glitches that exist. I will update the page when it's released.
-
2 pointsI'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
-
2 pointsHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
-
1 point
Version 4.0.5
4,043 downloads
While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/ -
1 pointFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
-
1 point
-
1 pointhey, ya'll. I just wanted to pop in and say i'm still alive and still planning on finishing my companion complexions mod. the holidays had some unforseen stuff but, we ball. update should be out in the next week or two. i'm still cooking just bear with me. Visas cooking preview 1.5 (and Visas) is out now also, working on a new player head mod - 2/10000 heads done so far. wish me luck T-T and thanks for all the support so far
-
1 pointyes, i started this model years ago, at first it could only do sci-fi walls, then i have expanded upon it again and again. it is far from perfect, i often have to layer many images over each other, erase, save again. this is months of work usually. though i do get faster and faster at it after each mod, i have also retextured Morrowind, Jedi Knight 2, Thief 2, Gothic 2. The model does feel outdated by today's standards but at one point it was better than anything out there for doing this type of thing, though for faces it has never been great so i do not use it for that i use something else. At some point were are going to be able to use AI retextures as easy as we can use upscales.we can sit back and it will take a few minutes max instead of months, and likely that will get us an even better result than this. It's advancing every week. It's funny when you see people referring to the mod as an "upscale" haha. I wish... then the mod would have been made in under 5 minutes....
-
1 point
-
1 pointNo. Do not do that. The problem is not in the module, it's in the Override. The solution is to start a fresh install and lose half the mod list.
-
1 pointJust a small update: I did finally just give it my own extra test... and sorry, man, I can't say I've replicated the problem of a save with Sleheyron in the Great Walkway. I I suppose one possible solution for you to is actually just delete your kas_m22ab.mod file. This is kinda the "nuclear option" that basically removes any modded content from that module, outside of like modded items you bring into it. If vanilla is working, that theoretically should too. But I am very worried about those other Sleheyron bugs you're having! I would like to help you get them working... but I do fully understand if the mod load is already enough. If Sleheyron is pushing it over the edge, I do fully understand cutting it out! For what it's worth: I didn't find any like placeables between the Great Walkway and Bogga's Bar. I was hoping that they both had a broken placeable of some sort that explain the mutual crashing. Anecdotally, I feel like I've seen your "crashing midway through the module" glitch when having visibility on a model that the game engine doesn't properly process. Placeable, Creature, or anything.
-
1 pointIt's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files. You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save.
-
1 pointhttps://deadlystream.com/topic/6437-misc-tor-ports/page/6/?tab=comments#comment-99958
-
1 point
-
1 pointHello, everyone. I want to make myself or ask to create a mod that fixes original lore of Star Wars. "Force Heal" and "Revitalize" should be deleted as OP and/or changed. They are cheap and selfish. Maybe it's not suitable for KOTOR 2 exactly but it's needed for all other continuations. True healing through the Light Side is not a transfer of abstract "energy," but a sharing of one's own life force. This is why it is rare, dangerous, and the ultimate antithesis of the Sith's "Force Drain Life" and "Force Drain". The more you sacrifice, the more the Force restores your will to wield it. It's giving your HP for another. The FP return isn't a transaction; it's the result of acting in harmony with the Light Side. A Dark Side user would find this power abhorrent and weakening. The Golden Rule: Light Side = Selfless. Dark Side = Selfish. Light-Sided Power Force Sacrifice – sacrificing one's own vitality (HP) to heal an ally and restoring Force connection (FP) Base Principle: Restores X Hit Points to a single friendly target. The caster loses X * Multiplier Hit Points and restores X * Wisdom * Force Points. The lost HP is of DAMAGE_TYPE_UNIVERSAL (bypasses Damage Resistance and Shields, as it is internal sacrifice). Proposed Scaling (Subject to Balance Testing): Force Sacrifice I: Restores 10 HP to target. Caster loses 15 HP. (And restores 15 FP) Force Sacrifice II: Restores 20 HP to target. Caster loses 30 HP. (And restores 30 FP) Force Sacrifice III: Restores 30 HP to target. Caster loses 45 HP. (And restores 40 FP) Alternative, Simpler Scaling: Caster loses exactly 100% + (10 * Power Level) of the healed amount. (e.g., Level I: Heal 10, Lose 11; Level II: Heal 20, Lose 22; Level III: Heal 30, Lose 33). A successful Treat Injury skill check (DC 15 + 5*Power Level) by the caster could reduce the HP cost by 15-25%. If it's difficult and I am asking too much then just "Removal of "Force Heal" and "Revitalize"" or "Removal of "Force Heal" and making "Revitalize" a DS power" Plot- wise, it would be possible to use this ability by a large number of Jedi to resurrect one life. But one Jedi would die by using it for another in some stories. That would be a great antithesis to Darth Vitiate. "There is No Death, There is the Force"
-
1 pointGlad you enjoyed the mod! Regarding Vima: there should be one new dialogue that opens up after the Leviathan about a former apprentice; but that wouldn’t update the journal. The last conversation you should have with her that updates the journal should start the romance. And you’ll probably know when the romance officially commences; so if that happened, things are working as expected. After that you’ll need to progress to the endgame to fully wrap up her story. Regarding pearl shard one: it’s on Sleheyron somewhere! That’s probably the shard most people miss. Without making a spoiler: head back to the general area of the mod around the arenas. You’ll find it.
-
1 point
36 downloads
This mod is a simple recolour which alters the colour palette of the female Republic Soldiers to resemble the female soldiers represented in the LS endgame cutscene by the Stunt_Crowd02 texture. The blue used is slightly paler than the reference material, as I felt it looked a bit nicer. Installation: Download and install JC's Republic Soldier Fix first: The new textures included in my mod will NOT work on the vanilla female Republic Soldier model. They will ONLY work if you use JC's new model included in his mod. Once installed, replace the textures from JC's mod with my own. There are two separate folders included in the download and whether you take the files from one or both depends on whether you've used the option to replace player clothing with JC's mod or not. The textures in the NPC's folder will also work for KotOR 2, if you've downloaded the KotOR 2 version of JC's mod. Thanks: Big thanks to JC for his original mod which not only corrected errors on the male Republic Soldier model, but also replaced the female model with a nicer one using the male version as a base. Permissions: This mod may not be uploaded either in its entirety or in part to any site other than DeadlyStream other than by myself or by someone who has already obtained permission. No part of this mod may be included in other works without permission being obtained via Private Message on DeadlyStream first. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointThis is why you don't necro half a decade old threads. Source for the vast majority of both game's scripts are available here - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source And there's now a new alternative to DeNCS that should handle all scripts - https://github.com/OldRepublicDevs/NCSDecomp/releases/latest https://github.com/OldRepublicDevs/NCSDecomp/blob/main/docs/
-
1 point
-
1 point
-
1 point
Version 1.0.0
198 downloads
Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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 pointTo be candid, actually, when I created the instruction sets, they were intended to be completely immutable. By design this *should* have been possible and the design shows the Proof of Concept. What I didn't expect was the moment the new builds dropped, 70% of the original links were completely removed.
-
1 pointSometimes in modding, things don't go as planned. Here are two examples of what might had been if circumstances were different. 1. The Lost BOSSR Skybox In a flashback scene that you as the player aren't just a witness but also an active participant, you fight the previous Mandalore on his capital ship. In the background through the bridge windows, there's a battle raging. On one side, there's the Republic Fleet. On the other side, the mighty Mandalorian fleet which as it currently stands in the game looks like this. This is my upscaled version from my mod but you get the idea. When I was putting that mod together, I had a different vision for the Mandalorian Fleet element of the skybox. One that didn't look so blocky. One that looked more photo realistic. Something like this. Some of the creators of those ships I was unable to reach and I didn't feel like I could publish a mod without getting all of the permissions set up. So the fleet in this form had to go to the cutting floor. Here's what it would've looked like in action by the way. 2. The Lost TJM Skybox On the distant planet of Etti IV (a reskinned version of Nar Shaddaa), the player does . . . something? I'll be honest - I didn't play through this part of the game except to test textures for my uspcale mod for Trex's The Jedi Masters. Now in the game, there is a skybox. It's a strange one though as it's only one side of the box and it shows it on an angle. In the final version of the mod, I had to match the distance and the angle that Trex had taken to get his shot of the skybox to properly replicate it. (I did wind up making some distance adjustments anyway but you can see where I'm going with this.) However, this wasn't always the plan. You see, I had a faulty installation of TJM on my computer. If the game is correctly installed, there's a large duplication of the surrounding walls where the skybox should be on Nar Shaddaa. The skybox seen in the above picture is only there to fit in any areas where you can see through that area model duplication. But I didn't see that model duplication unfortunately. So I though I had a wide canvas to use. So I upscaled the vanilla Nar Shaddaa texture and added some brutalist architecture on top of it - and it looked like this. This skybox was in the mod so long that it actually made it into some of the WIP trailers I've made. Here's one of those WIP trailers that feature that discarded skybox - along with a crate with shipping labels that I'm apparently very fond of. But as you can't really see any of it with the model duplication in the way, I went with the original design.
-
1 point
-
1 point
-
1 point
-
1 pointYou'd have to strategically replace stuff already listed in the item code list. There are ways to interface with the system, but adding custom codes, like DarthParametric said, isn't possible. Familiarity with the KotOR Tool Templates.bif, Item section. Look at a_light /a_medium / a_heavy / a_robe items. I wrote a Nexus Article about how those items are sectioned, by letter C through K, referring to model in the appeareance.2da
-
1 pointFor reference, I'm using a 16:9 monitor set to 1920x1080 resolution using UNIWS patched exe. Due to the reports of the 'Big' font sizes causing issues... I chose the 'Very Big' size fonts. For me, this is excellent size. Just throwing that out there... in case anyone was worried it might be too large. It doesn't seem so to me. I might even try it with a lower resolution setting like 1600x900 for example just to see how well it scales. I figured I'd mention it cuz I had tried some of the smaller sizes and they just seemed a bit too small for my preference. Don't feel like the 'Big' size is your only desired option... give some other sizes a try--to avoid the bug issue on Taris with 'Big' fonts. And, a big Thanks for this mod and for person re-posting it to this site. =D
-
1 point
Version 1.0.0
5,887 downloads
Created textures for non-game weapons based on two mods (Weapon Model Overhaul Texture Rework and High Quality Blasters for Modders). To Install 1. Download: Non-game weapon 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. -
1 pointView File Movie Mandalorians - Retextured Movie Mandalorians - Retextured by Mcfly -------------------- My intention in making these textures was to fuse the concept of the Movie Mandalorians mod, with the original in-game Mandalorian designs. I initially made these just for my own use, but I decided to release them once I finally completed the set. -------------------- Install: -------------------- - These textures require the Movie Mandalorians mod by Deadman. - Copy all .tga files into your KOTOR2/override folder. -------------------- Uninstall: -------------------- - Delete the .tga files from your override folder. - Reinstall Movie Mandalorians mod to restore the original textures -------------------- Special Thanks: -------------------- - Deadman, for creating the original mod. Thank you Deadman! -------------------- Permission: -------------------- - Anyone is welcome to do whatever they like with these. -------------------- Contact: -------------------- If for any reason you want to contact me, you can find me on DeadlyStream and NexusMods. - Mcfly696 @ NexusMods - Mcfly @ DeadlyStream Submitter Mcfly Submitted 10/18/2019 Category Skins TSLRCM Compatible Yes
