Leaderboard


Popular Content

Showing content with the highest reputation since 11/09/2025 in all areas

  1. 9 points

    Version 1.0.0

    69 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
  2. 8 points

    Version 1.0.0

    38 downloads

    Smoother mine effect edges. Nice and simple.
  3. 7 points
    I 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.
  4. 6 points

    Version 1.0.0

    73 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
  5. 5 points

    Version 2.0.0

    23 downloads

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
  6. 5 points

    Version 1.0.2

    166 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
  7. 4 points

    Version 1.0.0

    26 downloads

    Higher poly model for the plasma torch, with ambient light effects. Also adds HD texture with reflective metal material.
  8. 4 points

    Version 1.0.0

    29 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.
  9. 4 points
    For 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!
  10. 4 points
    Little demo for this morning, showing off FreeCam in both games:
  11. 3 points

    Version 1.0.0

    33 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.
  12. 3 points

    Version 1.0.0

    54 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy. Kotor 2 version
  13. 3 points

    Version 1.0.0

    59 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.
  14. 2 points
    So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
  15. 2 points
    Hey 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
  16. 2 points

    Version 1.2.1

    972 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 required 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
  17. 2 points
    I got it now. Been able to extract and install it with the help of 7-zip. Thanks
  18. 2 points
    Late 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
  19. 2 points

    Version 1.4

    171 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
  20. 2 points
    It's a matter of taste, but + 20 years.
  21. 2 points
    Ran 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.
  22. 2 points
    Watching 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.
  23. 2 points
    Another little demo: Here I show off directly accessing 2DA values from scripts
  24. 2 points
    What 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.
  25. 2 points
    An 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!
  26. 2 points

    Version 1.0.0

    42 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.
  27. 2 points

    Version 1.0.0

    33 downloads

    I retextured and remeshed 3 characters Deadeye need a little remade in the future.
  28. 2 points
    This 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.
  29. 1 point
  30. 1 point
    How 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.
  31. 1 point

    Version 1.0.0

    29 downloads

    I remade Mission's textures and mesh. I also remade mission's brother and i'm waiting for the permission to upload it since it use a mod that remesh the twileks males.
  32. 1 point
    Never had any bugs with these, they work as advertised. Pain is simple, but reliable. Good emergency button. Betrayal is a fun gimmick, but suffers from the same issue as Force Confusion: brainwashed enemies just stand there once the others are dead and you have to wait for the 'spell' to wear off before finishing them. The suicide and insanity effects are a very nice touch though. Hunger is perfect. Sith Lord is now worth it for that alone. It's not overpowered, but it is definitely as cool as it sounds. UNLIMITED POWER!!!
  33. 1 point
    I was just wondering since I'm sure the question will arise. I'm not sure I'd ever use it myself given I don't "play" the game anyway these days, I just do beta testing for K1CP and the occasional personal mod.
  34. 1 point

    Version 2.1.0

    14,847 downloads

    Ixgil (the alien who gets murdered by the Sith immediately on Taris) uses Bith VO, and is tagged as a Bith, so I changed his appearance and name to reflect this. Enjoy your new Bith NPC for the scant few seconds in which he's alive! I've been told K1R does this as well, but I don't use it, nor do I particularly want to. To install, run INSTALL.exe and follow the instructions. Make sure you install this prior to setting foot outside the apartment though, otherwise it will have no effect.
  35. 1 point
    Interesting. But he has developed spots under his eyes and on his lips.
  36. 1 point
    i'll take a look at it. unfortunately these are some of the harder textures to make, i might do a pure upscale instead.
  37. 1 point
    View File anakinnzz' Party and Player Head Complexion Tweaks 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 Submitter rumbuggy Submitted 11/20/2025 Category Mods TSLRCM Compatible Yes  
  38. 1 point
    Amazing work! You managed to break down so much limitations... This is extremely exciting :)
  39. 1 point
    These are all 3D models, 1000'ish trees has been placed on the various room meshes, though many of them are simplistic 2D plane trees in a "X" shape (to look like trees from all angles). the big pine-like(?) tree is a full 3D model though. I have like 6 full 3D trees, various plants and bushes which are also full 3D models, then i have these which i can use in the backgrounds, usually quite far away from the player so he can't get too close to them, often placed on top of hills and cliffs:
  40. 1 point
    I'm not satisfied of the mesh thats all
  41. 1 point

    Version 2.1.4

    1,657 downloads

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas. Current Areas: - Peragus force cage room - Ebon Hawk Medical Room - Peragus Mining Tunnels - Military Base Sublevel Install: Download and extract each to the override directory. Acknowledgements: Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible. KotorBlender
  42. 1 point

    Version 1.0.0

    1,379 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.
  43. 1 point

    Version 1.0.0

    1,089 downloads

    This mod will replace and update texture files. To Install 1. Download:N_oldAMH01.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. 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
  44. 1 point
    Looks like a small bug in how Holopatcher interprets changes.ini compared to TSLPatcher. Try the attached INI files, any issues with them? The instruction that I think causes the error is for a minor DLG parameter that I don't think the game really cares about anyway, so I've edited the attached files to remove the problematic command. Holopatcher-Compatible INIs.zip
  45. 1 point
    This 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! ☺️
  46. 1 point
    When you open the patcher it creates a folder with patch files. If you open that and delete the volume patch txt file before typing 'y' it won't apply the volume patch .
  47. 1 point

    Version 1.0.0

    8,217 downloads

    This mod will replace and update texture files. To Install 1. Download: Duros HD 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.
  48. 1 point

    Version 1.7

    2,341 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
  49. 1 point

    Version 1.0.0

    393 downloads

    A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).
  50. 1 point
    02 - [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