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Showing content with the highest reputation since 06/19/2024 in all areas

  1. 5 points

    Version 1.0.0


    This mod will replace and update Czerka administrator texture files. To Install 1. Download: CommF09 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  2. 5 points
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  4. 4 points
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  7. 4 points
    Taken a few days ago in Portland . . . I'm the one in the Hawaiian shirt over a t-shirt. Fair Strides is the lady with long hair.
  8. 3 points
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  10. 3 points
  11. 2 points
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  13. 2 points
    I can assist, post the head and body textures and relevant files.
  14. 2 points
    Here's my personally modified changes.ini. The only change I made was copy and pasting the missing section from the mod being sourced. Put it in the tslpatchdata folder. changes.ini
  15. 2 points

    Version 1.1.0


    This is my first mod for KotOR and it's relatively simple. I was always quite annoyed by certain areas of the game having a major "clone" effect with some of the NPC's. This mod aims to fix that issue in just a few of the areas. I made sure to pick areas and NPC's to edit that did not affect other parts of the game, as some NPC's in some modules share files, I made sure to edit ones that would not conflict. The main areas this provides changes in are the Manaan cantina, swoop lounge, Korriban Sith Academy, and Valley of the Dark Lords. I also changed Fazza and Yortal (Ithorian merchant near the Sith embassy on Manaan). Fazza and Yortal were changed because, for some reason, most Ithorians you interact with in the game all have the exact same skin despite there being three different Ithorian skins. I changed some appearances in the Sith Academy to better reflect their roles. For example; the NPC's labeled "Sith Teacher" now have an older appearance (I also gave a few of them double bladed lightsabers to add to the variety). The Mandalorian in the Manaan cantina is wearing Mandalorian armor. The Echani mercenaries in that same area are now wearing Echani armor. The Sith academy guards that are at the doors are wearing red, while the ones patrolling are still wearing silver armor. Several Dreshdae NPC's were changed including the Czerka representative and the guard behind him (they were twins prior to this) as well as one of the Rodian's in the cantina. All the changes I put forth were done to both add variety and make some sense within the context of the world (like giving the Echani mercs Echani armor). Where I was able to, I changed heads so there wouldn't be as many twins standing beside each other or in the same room and for some NPC's that had a bit more dialogue, I tried giving them less used/seen head appearances. Compatibility: This mod uses TSLPatcher to inject the changes directly into the module files. If you are using Sith Uniform Reformation, then the only incompatible files will be those for the Sith guards on Korriban (therefore you can choose to keep the armored Sith guards or the ones from that mod). This mod is compatible with K1CP, though you MUST install the K1CP first. I highly recommend you have JC's Back in Black mod installed first as well. This is NOT meant to be used with any other major NPC diversity mods that change these specific NPC's, as it won't be compatible. For the changes to take place, you MUST NOT have entered the areas where this modifies NPC's. Either start a new game or load a save prior to entering the specific areas of change. (I am utilizing several @Dark Hope skins in my screenshots. I recommend checking her content out, as her retextures are top notch) Big thanks to @Effix +@Leilukin + @N-DReW25 + @JCarter426for their help! If anyone runs into any issues with this at all, please DM me here.
  16. 2 points
    I had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.
  17. 2 points
    Just tried to install it, but there's an error in the ini. [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" Fixed! I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes]. I'll test it to make sure it works and get back to you.
  18. 2 points
  19. 2 points
    Believe it or not, Frank Sinatra.
  20. 2 points
    I'm on the right, this is from last year at Amazon's HQ in London 😀
  21. 2 points
    Liking the changes and running the mod now. Any chance of just nerfing knight and master speed? Give knight speed an attack bonus, and give master speed an extra attack? I know this is hard to do, but it looks like a few modders have done similar -- at least for TSL.
  22. 2 points

    Version 1.0.2


    Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. Permissions & Thanks As with any mod “I” have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok.
  23. 2 points
    I made an animation. I will still edit the texture. Новый проект.mp4
  24. 2 points

    Version 1.01


    Author: Kainzorus Prime Mod Name: Peragus Mining Gear 1.01 ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod changes the miner uniform found in the Peragus tunnels into gear that both looks fitting for space mining, as well as slightly boosting its stats. However, it also requires proficiency in light armors to be used now. 2. Installation: ========= Copy the files into the Override folder. Overwrite existing if necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  25. 1 point
    View File Kotor1 balanced force powers Kotor1 balanced force powers Description: Mod adjusts force powers in KOTOR 1 to make them more balanced. Slightly increases FP cost for almost all low and middle tier force powers. Powerful spells has a significant change in their FP cost. Adjusts duration for some buffs so you won`t need to constantly reapply them during the combat. As a result, you won`t be able to spam powerful Dark side powers being a Light side character and vice versa. Please check forcepowerchanges.html for more details. forcepowerchanges.html Installation: Run TSLPatcher and select a folder with Kotor 1 installed Compatibility: Any mod that does not change spells.2da and k_sp1_generic.nss Any feedback will be much appreciated Submitter Elm Submitted 01/01/2024 Category Mods K1R Compatible No  
  26. 1 point
    Ah... That's why. Cause I used to buying it on Dantooine, now I get it XD
  27. 1 point
  28. 1 point

    Version 1.2.0


    Replaces the first black woman player character with Juhani from Kotor 1. This mod replaces the head, portrait, underwear model and underwear textures with Juhani's. In addition, the dancer outfit has been replaced by either a Kotor 1 style Jedi outfit or Juhani's default outfit, depending on the version. Since every female player character uses the same model for underwear and every black woman the same texture, this mod will affect all of those. The respective dark side textures were also replaced with Juhani's normal textures. JuhaniTSL_jedi_outfit.zip is the recommended version, which replaces the dancer outfit with her Jedi outfit. JuhaniTSL_default_outfit.zip uses the (still buggy) default outfit instead. The flap on her default outfit is a bit weird, so I'll try to fix that later. I'll also be fine-tuning whatever details I assuredly missed when messing with this stuff, as this is all still new to me. This mod was suggested by Bane_Ross, who is welcome to suggest alterations in case I misunderstood something.
  29. 1 point
    Hello! It seems like in the original game it is not possible to ever get all three Mandalorian Datapads as part of the Mandalorian Raiders mission. I am working on a solution that should improve the overall flow of the mission by restoring this third item and moving one of the Datapads to the body of one fallen Mandalorian (supposedly Jarg). I just need to test it and, if there is any interest, I will then release it.
  30. 1 point
    Another Argentinian waiting for ROR here, aguante KOTOR!
  31. 1 point
    I was referring to her work in this screenshot posted below. I figured she'd know what I'm talking about.
  32. 1 point
  33. 1 point

    Version 1.10.0


    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  34. 1 point

    Version 1.2.1


    This mod changes the models for the robes you receive on the Star Forge (Darth Revan’s robes for dark side or Star Forge robes for light side) to a modified version with the cape and belts seen on the cutscene version, but without the raised hood and mask. Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted. This mod relies on Sithspecter’s Revan's Flowing Cape and Belt Fix mod for the animations. You can download that mod from here: http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder (you don’t need to install the rest of that mod’s files, but it is fine to do so). If you do not have this mod then you will not have any animations for the cloak or belts. How to Obtain: The mod retains the vanilla route to obtaining the robes, namely accessing the fabrication computer on Deck 2 of the Star Forge. However, in order to allow people to get the robes early, I have added a new fabricator on Dantooine. It is located inside the Aratech Mercantile room next to the Ebon Hawk's landing pad at the Jedi Enclave: In order to use this component of the mod, you must run the installer a second time and choose the option Dantooine fabricator from the drop-down list. Notes: This mod is not compatible with any other mod that changes/replaces the scripts for the computer on the Star Forge that grants you the robes, k_psta_replicat4 and k_psta_replicat5. The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models. The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here: http://deadlystream.com/forum/files/file/466-revans-jedi-robes/ Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well. Known Issues: There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related. Currently there are no limitations on the Dantooine generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like. I may change this in future. If you are using the K1 Community Patch, the K1 Restoration mod, or another mod that has added danm13.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error. Acknowledgements: Thanks to Sithspecter for the n_darthrevan flowing robes animations, without which this mod would not be possible. Many thanks to Fair Strides and bead-v for looking over my scripts, checking for errors and streamlining syntax. Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere). Thanks to Salk for informing me of a missing ini config for one of the UTI files.
  35. 1 point
    Decent enough to continuously use it. My biggest complaint is going in completely blind without knowing what has been exactly changed (I only assumed what was changed.) which I do not like. Spoilers on what the mod changes: 4/5 stars. I'd prefer to use this over the skip peragus mod, but I think some things should be changed to further improve the mod. My main feedback points: Other than that, the mod is in a decent state and has shortened Peragus enough in a considerable amount
  36. 1 point

    Version 1.1


    =Dahnis Flirt Option for Female PC= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Dahnis Flirt Option for Female PC.7z LATEST VERSION: 1.1 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS! 1. DESCRIPTION: In KotOR II: TSL, a Twi'lek woman NPC named Dahnis appears as a one of the Pazaak players in the Pazaak Den on Nar Shaddaa, and she is one of the Pazaak players you need to defeat to draw out the Pazaak Champ. Dahnis flirts with a male player character, and the male PC has the option to flirt back and will win the match against Dahnis without having you to play Pazaak manually. However, Dahnis does not flirt with a female PC, and a female PC will need to have Atton, Bao-Dur or Disciple in the party to win the match against Dahnis if you don't want to go through the hassle of playing Pazaak manually. This mod makes Dahnis flirts with the player character regardless of gender. With this mod, Dahnis will now flirt with the female PC as well, and the female PC will get the same dialogue options as the male PC, which means the female PC now has the option to flirt back and win the Pazaak match against Dahnis without having you to play Pazaak manually. 2. INSTALLATION: Extract the Dahnis Flirt Option for Female PC.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. There are two methods to install this mod: Module Installation: Patches Dahnis's dialogue file in a MOD file from the game's Module folder. This method is recommended for players who have installed The Sith Lords Restored Content Mod (TSLRCM). Override Installation: Involves the mod user putting the mod's file into the game's Override folder. INSTRUCTIONS FOR MODULE INSTALLATION: Run Install.exe, point the installer to your KotOR directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod. INSTRUCTIONS FOR OVERRIDE INSTALLATION: Go to the "Override Installation" folder, copy and paste dahnis.dlg into the Override folder of your KotOR 2 directory. ***IMPORTANT NOTE FOR STEAM WORKSHOP USERS:*** If you have subscribed to the Steam Workshop version of TSLRCM, you must install this mod to TSLRCM's Steam Workshop folder instead of the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937. 3. UNINSTALLATION: If you used the Override Installation method, simply go to the Override folder in your KotOR 2 directory, and delete dahnis.dlg. If you used the Module Installation method, go to the backup folder, cut and paste 306NAR.mod into the Modules folder in your KotOR 2 directory. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is not compatible with any other mod that modifies Dahnis' dialogue. This mod is fully compatible with The Sith Lords Restored Content Mod (TSLRCM). 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. Do not upload this mod to Steam Workshop. 7. CREDITS: Fred Tetra for KotOR Tool tk102 for DLG Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  37. 1 point
    Originally, I cribbed the original form of this list from the internet. However, after I made the The TSL Warp Code List, I knew I would have to make a list for the KotOR1 warp codes. I already had the BOS:SR codes but realized that the list would be compiled much faster with the community’s help. This list and the TSL list, are living lists: if new codes are found (or introduced by way of new mods), they can be added. As with the TSL list, new codes will be attributed in the main post. If you find errors, please let me know. KOTOR I Warp Codes Enter these codes after "warp " in the console to be instantly transported to the listed area. The area code is not case-sensitive; i.e. 101per, 101Per, and 101PER all work. (Remember that unlike the console in TSL, the console is visible in KotOR1) Code Area Endar Spire end_m01aa Command Module end_m01ab Starboard Section Taris tar_m02aa South Apartments tar_m02ab Upper City North tar_m02ac Upper City South tar_m02ad North Apartments tar_m02ae Upper City Cantina tar_m02af Hideout tar_m03aa Lower City tar_m03ab Lower City Apartments tar_m03ad Lower City Apartments tar_m03ae Javyar's Cantina tar_m03af Swoop Platform tar_m04aa Undercity tar_m05aa Lower Sewers tar_m05ab Upper Sewers tar_m08aa Davik's Estate tar_m09aa Sith Base tar_m09ab Sith Base tar_m10aa Black Vulkar Base tar_m10ab Black Vulkar Base (unused game area) tar_m10ac Black Vulkar Base tar_m11aa Hidden Bek Base tar_m11ab Hidden Bek Base Dantooine danm13 Jedi Enclave danm14aa Courtyard danm14ab Matale Grounds danm14ac Grove danm14ad Sandral Grounds danm14ae Crystal Caves danm15 Ruins danm16 Sandral Estate Tatooine tat_m17aa Anchorhead tat_m17ab Docking Bay tat_m17ac Droid Shop tat_m17ad Hunting Lodge tat_m17ae Swoop Registration tat_m17af Cantina tat_m17ag Czerka Office tat_m18aa Dune Sea tat_m18ab Sand People Territory tat_m18ac Eastern Dune Sea tat_m20aa Sand People Enclave \ m19aa Tatooine Temple m45mg Some kind of early Tatooine swoop racing area? Kashyyyk kas_m22aa Czerka Landing Port kas_m22ab The Great Walkway kas_m23aa Village of Rwookrrorro kas_m23ab Worrwill's Home kas_m23ac Worrroznor's Home kas_m23ad Chieftain's Hall kas_m24aa Upper Shadowlands kas_m25aa Lower Shadowlands m25ab Part of Kashyyyk, the level that was cut (Enhanced Restoration of the Shadowlands?) Manaan manm26aa Ahto West manm26ab Ahto East manm26ac West Central manm26ad Docking Bay manm26ae East Central manm27aa Sith Base manm28aa Hrakert Station manm28ab Sea Floor manm28ac Kolto Control manm28ad Hrakert Rift Korriban korr_m33aa Dreshdae korr_m33ab Sith Academy Entrance korr_m34aa Shyrack Caves korr_m35aa Sith Academy Entrance korr_m36aa Valley of Dark Lords korr_m37aa Tomb of Ajunta Pall korr_m38aa Tomb of Marka Ragnos korr_m38ab Tomb of Tulak Hord korr_m39aa Tomb of Naga Sadow m21aa Evidently a cut Czerka depot (probably reused in BOS:SR which has its own code below) Leviathan lev_m40aa Prison Block lev_m40ab Command Deck lev_m40ac Hangar lev_m40ad Bridge Yavin Station liv_m99aa Yavin Station Ebon Hawk ebo_m12aa Bridge ebo_m12ab Ebon Hawk (Turret Minigame) [info provided by DarthParametric] ebo_m40ad Ebon Hawk (Post-Leviathan) [info provided by DarthParametric] ebo_m41aa Ebon Hawk (Post-Lehon Crash) [info provided by DarthParametric] ebo_m46ab Mystery Box Unknown World unk_m41aa Central Beach unk_m41ab South Beach unk_m41ac North Beach unk_m41ad Temple Exterior unk_m42aa Elder Settlement unk_m43aa Rakatan Settlement unk_m44aa Temple Main Floor unk_m44ab Temple Catacombs Star Forge sta_m45aa Deck 1 sta_m45ab Deck 2 sta_m45ac Deck 3 sta_m45ad Deck 4 Swoop Track Modules (info provided by DarthParametric) tar_m03mg Taris Swoop Minigame tat_m17mg Tatooine Swoop Minigame manm26mg Manaan Swoop Minigame Stunt Modules [Cutscenes in the game] (info provided by DarthParametric) STUNT_00 Stunt Ebon Hawk (Vision Sequences) STUNT_03a Stunt Leviathan Bridge (Destroy Taris Cutscene) STUNT_06 Stunt Leviathan Bridge (Resume the bombardment Cutscene) STUNT_07 Stunt Ebon Hawk (Taris Escape Cutscene) STUNT_12 Stunt Leviathan Bridge (Calo Nord Cutscene) STUNT_14 Stunt Leviathan Bridge (Darth Bandon Cutscene) STUNT_16 Stunt Ebon Hawk (Interdicted By Leviathan Cutscene) STUNT_18 Stunt Rakatan Temple (Bastila Torture Cutscene) STUNT_19 Stunt Star Forge (Jawless Malak Cutscene) STUNT_31b Stunt Lehon Temple (Revelation Cutscene) STUNT_34 Stunt Ebon Hawk (Star Forge Arrival) STUNT_35 Stunt Ebon Hawk (Crash On Lehon Cutscene) STUNT_42 Stunt Ebon Hawk (LS Dodonna Holocall Cutscene) STUNT_44 Stunt Ebon Hawk (DS Dodonna Holocall Cutscene) STUNT_50a Stunt Dodonna Flagship (Break In Formation Cutscene) STUNT_51a Stunt Dodonna Flagship (Bastila Against Us Cutscene) STUNT_54a Stunt Dodonna Flagship (Republic Forces Pull Back Cutscene) STUNT_55a Stunt Lehon Temple (Dark Side Ending) STUNT_56a Stunt Dodonna Flagship (Star Forge Destroyed Cutscene) STUNT_57 Stunt Lehon Temple (Light Side Ending) New areas added by mods Code Area K1R (info provided by Fair Strides) tar_m10ab Vulkar Base restored level (between main floor and garage) k1r_paztourney The Pazaak Tournament on Manaan stunt_56b This seems to be an end-game cutscene, possibly a duplicate of the Good ending for some restored content Brotherhood of Shadows: Solomon’s Revenge bos_bridge Mandalore's Capital Ship Bridge bos_canyon Korriban Wastes Canyon bos_circle Dreshdae Civilian Quarters bos_czerka Czerka Mining Facility (Main Level) bos_czerka2 Czerka Mining Facility (Castigation Level) bos_czerka3 Czerka Mining Facility (Residential Level) bos_czerka4 Czerka Mining Facility (Maintenance Level) bos_digsite Dreshdae Dig Site bos_ebovis Ebon Hawk (Shadow Vision) bos_msp1 Mandalore's Capital Ship (Docking Bay) bos_msp2 Mandalore's Capital Ship (Crew Quarters) bos_msp3 Mandalore's Capital Ship (Bridge Entrance) bos_orion Orion Crew Deck (Shadow Flashback) bos_orion2 Orion Starboard Section (Shadow Flashback) bos_pit Empty White Box Prison (???) bos_rep2 Formidable (Shadow Vision) bos_sewers Dreshdae Sewers bos_sincan Canyon (Akirakon Sin Flashback) bos_sintem Temple Exterior (Akirakon Sin Flashback) bos_sintem2 Temple Summit (Akirakon Sin Flashback) bos_stage1 Dantooine Council Chamber (Akirakon Boss Trial 1) bos_stage2 Mandalore's Capital Ship Bridge (Akirakon Boss Trial 2) bos_stage3 Revan's Flagship Bridge (Akirakon Boss Trial 3) bos_stage4 Lehon Temple Summit (Akirakon Boss Trial 4) bos_stage5 Korriban Temple Summit (Akirakon Final Cutscene) bos_taris The Battle of Taris (Shadow Flashback) bos_tem0 Korriban Ancient Cave bos_tem1 Temple of Shadow (Long Hallway) bos_tem2 Temple of Shadow (Solomon Encounter/ Holding Cells) bos_tem3 Temple of Shadow (Inner Chamber) bos_tem3b Temple of Shadow (Inner Chamber Post-Battle Cutscene) bos_tem4 Temple of Shadow (Hallways) bos_tem5 Temple of Shadow (Chasm Bridge) bos_tunnels Mining Tunnels bos_wastes Korriban Wastes (Desert) bos_wastes2 Korriban Wastes bos_wastes4 Korriban Wastes (Cave Exterior) A Crashed Republic Cruiser on a Nameless World (info provided by Leilukin) unk_m41ae Unknown World - Cruiser Command Deck unk_m41af Unknown World - Cruiser Starboard Section unk_m41ag Unknown World - Cruiser Crew Quarters unk_m41ah Unknown World - Cruiser Engine Deck unk_m41ai Unknown World - Cruiser Submerged Section unk_m41aj Unknown World - Revan's Quarters Lost Modules Pack (info provided by InSidious in his mod description) m19aa The original Tatooine temple, in which you had to retrieve the information from the Star Map inside a Sarlacc's maw. m21aa Evidently a Czerka depot, possibly on Korriban. m25ab Part of Kashyyyk, possibly the level of the Shadowlands that was cut? m45mg Some kind of early Tatooine swoop racing area? m47aa ? Used for a cutscene that no longer appears in-game? PLCaa Some kind of basic area functionality test, at a guess. MQATester Darkkender thought this was possibly for Quality Assurance, and it would seem likely that it was either for this, or E3. JC's Romance Enhancement: Dark Sacrifice for K1 stunt_sacrifice Stunt Star Forge - Deck 1 (Cutscene for the alternate Dark Side Ending for Carth's romance) Agent Xim's Crystal Cave korr_m34ab Crystal Cave Seamhainn and DarthJebus05’s Enhanced Restoration of the Shadowlands kas_m25aa Lower Shadowlands kas_m25ab Lower Shadowlands Yavin IV Planet Mod by MotOR Squad + Master Zionosis Yav_99 Yavin Sector A Yav_98 Yavin Sector B Yav_97 Yavin Sector C Yav_96 Yavin Sector D Yav_95 Yavin Sector E Yav_94 Yavin Sector F Yav_90 Yavin Sector J Deathdisco’s Tomb of Exar Kun ekun Tomb of Exar Kun Mods I know that we need warp codes for (this list will need to be expanded on as well, of course): KotOR 1 Restoration (K1R) by Fair Strides and ZM90 (and a crew of thousands, I'm sure) Redhawke’s ORD Mandell mod (I've lined this one out as it uses the same names as the original locations that RedHawke cloned for the mod. In order to stop the confusion, I've left it off the list intentionally)
  38. 1 point
    No, these are belts, he's a droid. You can change an appearance with the KotOR Savegame Editor.
  39. 1 point

    Version 2.0.0


    SABERS ON PERAGUS V2. Hello, this is an improvement on my original Sabers On Peragus mod for KOTOR 2 TSL. Along with the lightsabers in the security room, I also included a couple different upgrade crystals, and 4 PERSONAL CRYSTALS! There will be a max dark side crystal, a max light side cyrstal, and a max Neutral crystal, each with their own stats. There is also a rank 1 neutral crystal as well. Alongside all these goodies are a few extra surprises inside the locker as well. I wont spoil, but a certain droid locked in your cargo hatch will appreciate them. Simply unzip the folder and throw the Locker002.utp file into you override folder and you should be good to go. I tested it myself and have not run into any issues. Thank you for all the downloads and showing love for my work. Enjoy becoming even more powerful than you were before.
  40. 1 point

    Version 1.0.0


    Re-texture of Republican soldier woman, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024, 2048X2048. The archive contains 2 textures, 2 .txi. To Install REPUBLICAN SOLDIER WOMAN 1. Download: RepSold HD 2. Download: Armor will not work correctly without this mod. 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.
  41. 1 point
  42. 1 point

    Version 1.0.0


    Sick of having so few force powers? Tired of not leveling up throughout Taris to get more powers later? Well, here's your solution. This little thing gives you more force powers for when you get a jedi class. Now you can go ahead and get to that level 7-8 on Taris without bothering yourself with saving level-ups for the jedi class. I mean, you still can, but now there's less reason to. Each Jedi class will get a different amount of points for immersion and role playing purposes. Guardians get 4, Sentinels get 5 and Councilors get 6. If you don't care for the balance, immersion and all that crap, 'Unlimited Power' variant gives all classes 10 power points. - - -Installation- - - Drop to overwrite and pat yourself on the back for a job well done.
  43. 1 point
    I love it. I was wondering if you could add the option (like you did in your other Revan armor) to purchase it from a merchant or find it in the secret compartment. That would be amazing. I feel like i'm cheating when I use cheats (um, yeah I know what I said haha)
  44. 1 point

    Version 1.0.0


    ------------------------------------------------------------------------ Knights of the Old Republic - The Sith Lords ------------------------------------------------------------------------ TITLE: Effixian's Zabrak Player Characters AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam. ------------------------- INSTALLATION ------------------------- Unzip, run "Effixians_Zabrak_Player_Characters.exe" from the subfolder. ------------------------ DESCRIPTION ------------------------ This is a spin-off of my Bao-Dur reskin mods, made possible by DarthParametric's modder's resource "Bao-Dur Head Model Neck Fix". This mod adds 3 Zabrak player character options: A - You start as a clean Zabrak, as you go towards the dark side you get black tattoos. At fully dark side you get a Darth Maul inspired look. B - Darth Maul inspired. Red skin with tattoos from the start. C - Inspired by the Dathomir Nightbrothers. Yellow skin with tattoos, sith eyes at full dark side and a mix of the two in between. The 3 parts of this mod have been on Steam for a while, as separate mods. This version contains several improvements compared to those versions. ---------- BUGS ---------- None known. -------------------------- UNINSTALLING -------------------------- 1. Remove the following files from your override folder: - pmbamza01.tga - pmbamzb01.tga - pmbamzc01.tga - PMHZ.mdl - PMHZ.mdx - PMHZ01.tga - PMHZ01D1.tga - PMHZ02.tga - PMHZ03.tga - PMHZ03D1.tga - PMHZ03D2.tga - po_PMHZ01.tga - po_PMHZ01d1.tga - po_PMHZ01d2.tga - po_PMHZ02.tga - po_PMHZ02d1.tga - po_PMHZ02d2.tga - po_PMHZ03.tga - po_PMHZ03d1.tga - po_PMHZ03d2.tga 2. If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another mod might break the later mod. ------------------------------------- DISTRIBUTION NOTES ------------------------------------- - You can use DarthParametric's modder's resource "Bao-Dur Head Model Neck Fix" if you credit him. - You can use the rest of the files from this mod in your own mod if you simply credit me. --------------- THANKS --------------- Many thanks to DarthParametric for his work and for sharing it. http://deadlystream.com/forum/files/file/1100-bao-dur-head-model-neck-fix Thanks to Stoffe and Fred Tetra for the needed tools and tutorials. ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ----------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  45. 1 point


    This mod will change the appearance of the armour for Bendak Starkiller. It will now be a unique yellow with custom emblems. The theme of the logos is that of an exploding star (hence the ring name "Starkiller"). His armour is in excellent condition (no battle damage), due to his earnings and the life of ease of a retired celebrity. The player will also have the option of obtaining the armour from Ajuur the Hutt, through dialog after the death match. The golden armour is based on a collaboration of work between myself and LordRevan999 (at LucasForums). I drew all the logos, and sent them to LR999 to add to his golden armour, but since then, his mod has gone unfinished. I have tried to re-create the colour scheme he came up with, even though I've never actually had a copy of his texture file. As a result, everything in this package is my own work, but heavily inspired by our collaboration. Since the overall look of the armour is so well done, I think that this should be shared with the Kotor modding community. I have held off releasing this mod for several years, in hopes that LordRevan999 would one day finish his mod. Since that doesn't look like it will happen, please enjoy this version, with thanks to LR999 for the inspiration. As a bonus, I've included a skin and icon that are based on the image of Bendak shown in the Knights of the Old Republic Campaign Guide.
  46. 1 point
    The animated glowing signs are fantastic and breathe life into Telos and the shine on textures is pretty nice, but for a mod that states it tries to "preserve the original look of the game" this is far too removed from the original aesthetic. Textures are darkened, with grays turned to unfitting blacks and some areas looking muddled because of swapped textures that don't look as good. Lights are changed and there's a lot more marbled stone than the developers probably intended, but they do look nice and give Telos a unique flair so I don't mind them too much. I would suggest only using the new animated signs, stone, and lights. I have no idea if the way I did it will cause problems, but I just deleted the textures I didn't want from the TGA files (the ones from the Part 2 XnView package, keep the grill/lattice textures too) and installed it normally on top of the Ultimate High Resolution Texture Pack - HD Upscale mod from the KOTOR II nexus, which I highly recommend. Here are some screenshots from my game, with high-res versions of the original textures mixed with my selection of the good stuff from this mod. This one has some fancy experimental raytracing shaders for Reshade turned on which look lovely. You can get them for $5 here: (https://www.patreon.com/mcflypg).
  47. 1 point

    Version 2.0 + Update


    Warning: ========== Both the 2.0 and the 2.1 update are available from the download button. You MUST download the 2.0 and install that BEFORE the 2.1 is installed. So, download "stlhforcep2.rar", install that, then come back and grab "sthlforcepowerv2u1.rar" and install that. ========== 2.0 Original Review on Filefront: 2.1 Update Original Review on Filefront:
  48. 1 point
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  49. 1 point
    Those warnings mean nothing. It's fine.
  50. 1 point
    I was looking through the WotOR thread (http://www.lucasforums.com/showthread.php?t=173733) and noticed that the mod is broken up into a few different parts: the main download off FileFront, two patches, the need to remove two .utc files, and then the lightsaber 7 pack. I noticed that later in the thread T7 says: I'll be honest, I have just starting playing with mods for KOTOR, and so haven't done a play through even with the above adjustments. But it seems like T7 wasn't quite done with this mod, or atleast it wasn't all one clean mod install in 2007. Does anyone know if he finished it somewhere else, or if someone else cleaned it up? If not, it seems like (with the correct permissions) that this would be a mod people would want. Thoughts?