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9 points
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7 points
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7 pointsI was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
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6 points
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5 points
Version 1.0.2
159 downloads
Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible -
4 points
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4 points
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4 pointsFor those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
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4 points
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4 points
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3 points
Version 1.0.0
22 downloads
[K1] Mandalore the Unknown Author: RavenFal Release Date: 11/28/2025 "Yes, that's him. I toyed with calling him dar'Mand'alor, loosely translating Mandalore the Unknown." ―Abel G. Peña This mod changes the Mandalorian Captain found by the Temple on the Unknown World to be “Mandalore the Unknown”, the self-proclaimed Mandalore referenced several times in KOTOR by HK-47 and the Mandalorians on Kashyyyk, but never seen in-game. Per the campaign guide, Canderous defeated him between games and took his armor and helmet as a way to honor him, combining the helmet with Mandalore the Ultimate's mask (which is why Manalore's helmet in KOTOR 2 looks so different compared to the mask from the comics). This mod moves that confrontation earlier in the timeline, allowing players to experience Canderous acquiring his armor from KOTOR 2 and letting him (or anyone in your party who can equip heavy armor) to rock up to the Star Forge wearing one of the coolest armor sets from either game. “Mandalore the Unknown” is wearing an upgradeable armor set with the appearance of Mandalore's Armor from KOTOR 2. Upon his defeat, he'll drop this armor instead of the “Mandalorian Assault Armor” the Mandalorian Captain drops in the base game. The appearance is set up as a disguise, and so it will work for both male and female characters. He also drops a datapad that explains why he was sending teams of Mandalorians to hunt in the Shadowlands, what he's doing on the Unknown World, and changes up events a little more to make to him the one who made the modifications to Mandalore's mask. I have also included optional files to change Mandalore the Ultimate from SilverEdge9's Brotherhood of Shadow: Solomon's Revenge mod to also have the appearance of Mandalore from KOTOR 2. The mask looted from the “Non-Canon” chest remains unaltered and has its original appearance. This mod is not compatible with any mod that alters g_mandalor004.utc (the Mandalorian Captain on the Unknown World). To Install the main mod: 1. Run the “Install.exe” program from the mod folder. To Install Optional files to change the appearance of Mandalore the Ultimate in BOSSR: 1. Copy all files from the “Optional – BOSSR Mandalore Replacement” folder into your Override folder. To Uninstall the main mod: 1. Delete the following files from your Override folder: bos_mandhelm.uti g_a_mandotsl.uti g_mandalor004.utc mandotsl_datapad.uti p_mandalorebb.mdl p_mandalorebb.mdx P_MandB.tga 2. Replace the “appearance.2da” file from your Override folder with the “appearance.2da” file saved in the “backup” folder found in the main mod folder. To Uninstall the Optional files for BOSSR: 1. Delete the following files from your Override folder: brg_mandalore.utc msp_mandalore.utc myp_mandalore.utc mzp_mandalore.utc Credits: SilverEdge9 for the original Brotherhood of Shadow: Solomon's Revenge files. -
3 points
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3 points
Version 1.0.0
57 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. -
3 pointsI had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
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2 pointsHey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
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2 pointsLate answer, but this could be a possibility ye depending on how much content in introduced in my mod. However, it would require a lot of balancing for the enemies. Raising to 30 could already be pretty cool. We'll see how things go as time goes by
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2 points
Version 1.4
156 downloads
Currently on my thousandth playthrough and figured I'd share the stuff I've been making for it so far Hi! Please visit this mod's Nexus page for better IMAGE DESCRIPTIONS https://www.nexusmods.com/kotor2/mods/1319?tab=images INCLUDES: Unique, High Quality, Upscaled Complexions and Hair for - Atton (6 Options, Full Darkside Support, All Portraits Included) The Handmaiden (2 Options, Full Darkside Support, All Portraits Included) Female Exile (2 Options, Full Darkside Support, All Portraits Included) Bao-Dur (2 Options, Full Darkside Support, All Portraits Included) ALL TEXTURES are upscaled from 512x512 to 2048x2048 Hair, skin details and eyebrows are painted by hand... just throwing that out there If anyone is interested in lower resolutions (like for mobile or something) just ask New NO EYELINER ATTON FOR KOTOR SUBREDDIT Love everyone who was polite. Enjoy. CHANGES FROM DEFAULT FILE Closer to Vanilla Gives Atton back his crows feet, eyebags and smile lines (I'm sorry I stole them in the first place) A more noticeable darkside progression Fluffier and lighter brows And most importantly; no eyeliner INSTALLATION Loose-File method, please see README, included in all files, for more info. THIS MOD WILL CONFLICT WITH THE FOLLOWING FILES and any mod that uses them ------ (To ENSURE compatibility, I advise you DELETE these files, if present in your Override folder, before installing this mod. Or, simply don't use this mod) EXILE PFHCO5.TPC/TGA PFHCO5D1.TPC/TGA PFHCO5D2.TPC/TGA po_PFHCO5.TPC/TGA po_PFHCO5d1.TPC/TGA po_PFHCO5d2.TPC/TGA ATTON P_AttnH1.TPC/TGA P_AttnH1D1.TPC/TGA P_AttnH1D2.TPC/TGA po_PAtton.TPC/TGA po_PAttond1.TPC/TGA po_PAttond2.TPC/TGA HANDMAIDEN P_HandmaidenH.TPC/TGA P_HandmaidenHD1.TPC/TGA P_HandmaidenHD2.TPC/TGA po_PHandM.TPC/TGA po_PHandMD1.TPC/TGA po_PHandMD2.TPC/TGA BAO-DUR P_Bao_DurH.TPC/TGA P_Bao_DurHD1.TPC/TGA P_Bao_DurHD2.TPC/TGA po_PBaoDur.TPC/TGA po_PBaoDurd1.TPC/TGA po_PBaoDurd2.TPC/TGA ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PLANS and FUTURE UPDATES --------------------------------------------------------------------------- ---------------------------------------------------------------------------- Kreia (Current WIP) Mira (Current WIP) Visas (Planned) Bao-Dur (Current WIP) Done, yay Disciple (Planned) Mandalore (Planned) figure out tpc T-T Adding Custom Portraits for the entire cast (Current WIP. Pray for me, I suck at taking screenshots T-T) RESHADE (in most screenshots, highly recommended if you want the look in my screenshots) Tastefully Atmospheric Reshade - MaxYari THANK YOU ------------------------------------------------------------------------------------------------------------------------------------------------------ For reading this far, and if you have any questions I'd be happy to answer them to the best of my abilities I also encourage you all to upload pics, (as I am horrible at it) because I'd really like to fill the images section with good examples (help) -------------------------------------------------------------------- Please keep in mind, if you do not like an aspect of these complexions, I would be happy to tweak it for you as long as you are polite and respectful when asking. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CREDITS LucasArts Obsidian Entertainment, Inc. BioWare voidceta - HUGE thanks for a specific file present in this mod TOOLS USED Kotor Tool Holocron Toolset GIMP upscale.media - PixelBin Shameless use of Google images and Pinterest -
2 points
Version 1.0.0
26 downloads
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. -
2 points
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2 pointsRan a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.
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2 pointsWatching your progress on this very closely. This is the most exciting thing in KotOR modding in a long time in my opinion. The placeables extension is fantastic, would like to see the same thing for the galaxy map as I know it has a similar limit. Also transcending the limits of appearance.2da would be amazing although I know this probably requires a huge amount of manual effort.
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2 pointsAnother little demo: Here I show off directly accessing 2DA values from scripts
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2 pointsWhat do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
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2 pointsAn update for my Galaxy of Faces mod. Ithorians have been added: The Dark Harbinger, Wound in the Force, and Dread Cyborg mods now serve as the basis for the Dark Side Ending's Dark Jedi Masters. The HD Soul Patch Man of @ScrierOne was used for Holdan's new head whilst Effixian's Alternative Atton Clothing was used for his new body. The head was retextured so that it looks as if Holdan does Spice whenever he's not running jobs for Davik or harassing waitresses' in the Lower City Cantina. The status of permission in regards to ScrierOne's work comes from the Nexusmods page for the head which states the following: Despite these terms clearly stating I do not have to credit him, I still want people to know that it was his awesome mod which brought you this awesome appearance. Gorton Colu also comes with a new head, one that was made by me, and should you use the NPC Diversity Pack with Galaxy of Faces Gorton will wear a Military Suit and will bear the face of a militaristic Fascist: And Ajunta Pall has been given a new appearance, though he will be added via a standalone mod which will be found at this link once it is approved: Feel free to let me know what you think of these recent developments!
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2 points
Version 1.0.0
39 downloads
This mod allows you to loot a Krayt Dragon Pearl off of Vorn Daasraad's body (he's the Gamoreon Genoharadan target on Tatooine). This mod will only work on a save file from before Vorn Daasraad has been spawned. I always thought it was odd that you couldn't get a Krayt Dragon Pearl from Vorn, since the whole reason he's on Tatooine is because he's hunting a Krayt Dragon. You even see the dragon's dead body if you attack him with his own droid. Now you can get a 2nd Krayt Dragon Pearl without being a total jerk to Komad Fortuna. Or a 3rd, if you're okay with being a jerk. Of course, since Vorn is a Genoharadan target, you'll still have to get Dark Side points if you want the extra Pearl. Keeps things within the original spirit of the game. Installation: Drop the file into your Override Folder. -
2 points
Version 1.2.1
895 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is recommended for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these -
2 points
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2 pointsThis is an addon tool which resides in the side panel. Tested for Blender 4.2 and latest KotORBlender. I made this mainly for myself for working with the world mdl files to add and fix issues with foliage, but it can serve a purpose for just working with .mdl in general. I guess the image says what it does, but overall it will be good for newbies (such as myself) but maybe also to others. The "Pre-Flight" is handy if you used KBlender and you never got it to export anything (i saw some comments about that on the KBlender page). There are quite a few criterias that has to be met, and it fixes those. "Add unique node numbers" is also good, you can add 100's of objects and then just click it and it will add unique numbers, very boring to do manually. This is 100% AI written code. So errors, bugs, not doing something correctly or as expected, garbage coding, that can absolutely be a thing. If you want something added to it that you think would be convenient to have when you are working with the world files or mdl files in general, then let me know and i can try to add it. I tried adding a 1-click to do a walk mesh for an object, spent 2 full days on that, it just doesnt work. Same with doing Lightmaps, spent many days on that and got nowhere. But other than those two it seems to have gotten things right, as far as i can tell. If you are good at .py or prompting AI's for code, then get in touch and maybe you could help adding lightmap or walkmesh functions to it. VTools.py Edit Added the .py, just install it like you do for any add-on.
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2 points@DarthParametric I actually cracked the debug camera a long time ago when I was working on thread injection: Around 2-minutes in that video Honestly this entire playlist is filled with things I've gotten up to in these games. I haven't stuck a way to use it in the patcher just yet, but I have a few ideas.
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2 pointsAh, I see! That's why I didn't take it into account xD Because it is a different mod Thanks again! In any case, I think it would be better to have fixed utc files for unused robes. If some mods use them, they will have proper textures with JC's robe model port --- Also, a small update, I fixed all the icons of all the robes, now they have a proper display with the blue border
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2 points
Version 1.0.0
18 downloads
I modelised My favorite swotor mask. And i used some of the Quanon's head gear awesome mods for the lens and intern architechture. Thanks for the permission Quanon gave me https://deadlystream.com/profile/8941-quanon/content/?type=downloads_file&change_section=1 its not perfect and i'm learning to add a custom unique armor fitting with it to the game. If you want to modifiy it or to fix it just tell me so i can maybe use it as a patch XD for myself The textures are basic too. For the Tulak Hord's mask replacer version go here !!! -
2 points
Version 1.0.0
26 downloads
A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera. Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship. Installation & Important Notes: This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation. Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case. Nostalgia is strong with this one. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
2 points
Version 1.0.0
1,312 downloads
This mod will replace and update NPC clothing M texture files. To Install 1. Requires installation of K1 Lite Upgrader 1.3. 2. Download: NPC clothing M 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. omment or endorse! (It would be much appreciated) Made with love. -
2 pointsThat should be very doable, right now the shipBuild function just return `true`, and does nothing else. So as far as patching goes, it's as easy as swapping a byte or two. I'll throw something together later today, and make a mini demo. Good suggestion, I'll add this to the list @DarthParametric Here ya go:
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2 pointsOk, so.... I finished with the creation of all the .uti files for all the robes (23 robes, wow). I added unique description for one of them and I added all the robes to the game and tested that the textures work and look fine (for for male and female NPCs). In accordance with JC's Cloaked Jedi Robes for K1 Mod Resource I created all types of textures for each robe (PFBI/PMBI, PFBIA/PMBIA, PFBIB/PMBIB, PFBIBa/PMBIBa, PFBIC/PMBIC, PFBIJu/PMBIZh), however for now I have only "gloves" texture for all of them. Next step will be to copy all the different hand texture for all the robes for all the variations 5 variations for 23 robes... it will take time xD When I have time. Another thing is that robes icons background does not look good (for most of the icons I can't see the blue border). I'll have to fix this too. For now, this is a screenshot with all of the descriptions of all the robes directly from the game, My achievement for today xD If you are interested in about the descriptions I came up with, you can open and enlarge the image
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2 pointsTwo demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
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1 pointI've been doing heavy development on a new version of the Holocron Toolset. This is a comprehensive and significant refactor and partial rewrite. Version v4.0.0 is now available for beta testing. Anyone wishing to try it may run one of the commands below depending on your OS, which will always launch the latest version retroactively: **Windows (PowerShell)** ```pwsh powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"; uvx holocrontoolset ``` **Linux / macOS (bash/zsh)** ```bash curl -LsSf https://astral.sh/uv/install.sh | sh && uvx holocrontoolset ```c Please post bugs in the kotor toolset's official discord: https://discord.gg/34QZKtThkU. Here you will also find our announcements, be able to post suggestions to recommend new features, and stay up to date with announcements. Source code as always will be available on <https://github.com/th3w1zard1/PyKotor>. Bugs may be posted here as well. If you prefer KOTOR tool or other options for comprehensive parsers and editors I suppose you may ignore this post completely and enjoy your day as normal. Otherwise suggestions, feature requests, and bug reports are appreciated to be able to further improvement of these modding tools for all. Thanks.
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1 pointyeah i tested it after the upload i might need to smooth it. I'll do it eventually when i'm feeling better (i'm sick). I would like to thank you both you are very active helpers for me by telling me your opinions i appreciate your attitude, support and comments. Before i went sick i was working on a custom modeling from scratch for many characters but also keeping the essence of the originals and i was also learning to rig for kotor.
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1 pointToday's little demo: This patch was originally put together by @LanguageWriter123 (see here). He and I worked together to see what it would take to port this over, and today I decided to give it a shot, and I'm very pleased with the results! cc @darthbdaman as you asked about level caps earlier
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1 pointHow can you import a model from KOTOR 1 to KOTOR 2 and vice-versa? I understand that you need to use MDLOPs or MDLEdit, and then a 3d model software like blender with the add-ons available for download on this site, but I don't understand what steps actually need to be taken to make the model files from one game readable by the other game.
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1 pointIf it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
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1 point
Version 1.0.0
301 downloads
Complete KOTOR music overhaul (SWTOR style) Hello there ! After some playthroughs, I thought the KOTOR 1 ambient themes were great but too old and I needed something fresh. And yes, I know there are some musics overhaul mods out there, such as Detran’s movie mod : https://www.nexusmods.com/kotor/mods/1552 But I wanted a more ambient version. And I realized SWTOR themes were the perfect match for most of the places you visit in KOTOR. So I took many SWTOR themes (and some others, if you want the surprise don’t look at the resumee below, but there’s not much more than SWTOR themes tbf), which gives us a total of 26 ambient musics (there’s not much about fight music yet, but updates could come if asked). Hope you like it ! Installation : - Make a backup of the streammusic folder in your game directory, - take the files from my mod’s “themes” folder and put them in your streammusic folder. When ask to replace, click yes. - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance. Uninstallation : - Delete your streammusic folder in your game directory, - Take your streammusic backup folder and put it back in your game directory. Issues / incompatibilities : None that I know of. Tell me if you find one, but since it only replaces files in streammusic folder it should be good. Thus, K1R compatibility should be guaranteed (K1CP too, that one I tried and it should work perfectly) Obviously though, you must not have other music mods installed that make changes to the same files/themes for it to work. That’s basically it. If you enjoy it and/or have improvement to suggest, feel free to text me ! Themes : Sith Theme (mus_theme_sith, Endar Spire) : The Siege of Alderaan Taris Upper city (mus_area_tarisup) : Coruscant, The Capital Appartments upper (mus_area_townsus ?) : Glory, the Galactic Republic Taris Lower city (mus_area_gang) : Scum, the Bounty Hunter Appartments lower (mus_area_townint ?) : Taris, The Plague Taris Sewers (mus_area_sewers) : Nal Hutta, The Glorious Jewel Dantooine Academy (mus_area_acad) : Peace, the Jedi Consular Dantooine outside (mus_area_out) : Justice, the Jedi Knight Dantooine Rakata Ruins (mus_area_ruins) : Voss, The Mystic Garden Ahto City (mus_area_ahto) : Alderaan, The Throne Manaan ocean floor (mus_area_hrakert) : Ziost, the grave Cantina 1 and 2 (mus_area_cant1 et mus_area_cant2) : Run Kessel Run / See you on the Dark Side : Jukebox themes Tatooine Desert (mus_area_desert) : The Desert and the Robot Auction Kashyyyk (mus_area_kash) : Tython, The Wellspring Wookie village (mus_area_enclave) : Episode VI’s Victory Celebration Shadowlands (mus_area_shadow) : Dromund Kaas, The Seat of Power Korriban academy (mus_area_valsith) : Treachery, the Sith Inquisitor Korriban fight (mus_bat_valsith) : Deception, the Sith Warrior Star forge (mus_area_sforge) : Balmorra, The Forge Bastila (mus_theme_bast, love) Theme : Bastila Shan and Revan Love Theme | CINEMATIC VERSION from Samuel Kim Carth (mus_theme_carth, republic army) Theme : Hope, the Republic Trooper Main screen Theme (mus_theme_cult) : Clash of Destiny Epic Version from Samuel Kim Czerka Theme (mus_theme_czerka) : Villainy, the Imperial Agent Malak Theme (mus_theme_malak) : Star Wars: Duel of The Fates | EPIC VERSION from Samuel Kim Republic Theme (mus_theme_rep) : Bravado, the Smuggler First, thanks to Shem for his ultimate sound mod (which I recommend downloading first, then my mod) But even more to JCarter for his amazing SithCodec which I obviously used for my mod. Other than that, big thanks to all people who contributed to making this game, these musics, and to the Deadlystream people that make modders and the community's life much easier. Thanks to all of the people who download this mod, and to the Kotor community in general. -
1 pointThis is great! I have always been frustrated that you couldn't train Visas for a prestige class - but now you can! Thank you! Great mod!!!! Perhaps in the future the option will come along that you can train Atton, Mira, Disciple, Handmaiden and Bao-dur in Prestige Classes - that would be great too! ☺️
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1 point
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1 point
Version 1.7
2,334 downloads
Content Pack: Feats And Powers (K1 ver) Version 1.7 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR. -It contains 28 new feats, in 17 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo -v1.70: Added Rationing Technique and Intimidation Factor Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.32: Additional bug fixes. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.62: Refactored to improve compatibility. -v1.63: Fixed a bug preventing Payday from triggering. -v1.64: Restored the icons for Flashbang, Extra Kick and Shrapnel Burst. -v1.65: Corrected some porting issues. -v1.66: Improved compatibility. -v1.67: Fixed a bug preventing the use of medpacs directly from the inventory screen. Fixed some small typos. -v1.68: Fixed some vanilla-related bugs that made ability scores more effective than intended. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill -
1 point02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 28 - Hard Coded Class Selection Values 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
