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  1. 13 points

    Version 1.0.0

    39 downloads

    Makes the tank droid more tank-like. SUMMARY The tank droid is a pretty cool unique enemy in TSL, but a couple of things bother me about it. I always found it disappointing that it has these giant gun barrels which look like they’re for launching missiles, like a tank, but instead it just tosses frag grenades at you. The game even has functioning rockets but for whatever reason they weren’t given to the tank droid. It also has a super high defense which makes it dodge attacks like the Matrix, which feels pretty odd. This is just a feature of the game mechanics, but it becomes particularly glaring on the tank droid. I mean it’s a giant droid, can it really be that hard to hit? This mod makes a few changes to make the tank droid more true to form. It will now shoot rockets instead of throwing grenades. These are not your average wrist rockets; they are bigger and more deadly, dealing 60 pts of piercing AOE damage. Additionally, the tank droid gets a -5 defense penalty for being a chonker but its base health is doubled and it gets Master Toughness granting -10% damage immunity. Its natural energy resistance is also reduced from -15 to -10 but it gains -5 slashing, piercing and bludgeoning resistance. Essentially you’ll miss significantly less but you’ll need more hits using the right weapons and moves to take it down. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of TSLPatcher.exe. UNINSTALLATION Remove the following files from Override: c_drdmkfour001.utc, crhide_tankdroid.uti, c_tankdroid.mdl, c_tankdroid.mdx, w_roktank.mdl, w_roktank.mdx, m_imp_tankrocket.ncs, m_rnd_tankdroid.ncs, and spells.2da. If any files were created inside the backup folder, move them to Override. COMPATIBILITY Should be compatible with most other mods unless they edit the tank droid. When in doubt, install this mod after others. This mod edits the c_tankdroid model to line up the rocket with the gun barrels a little better, which will overwrite model changes made by other mods. Install after Droid Models Animation Fix by CapitaineSpoque, which this mod forwards the relevant changes from. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty CapitaineSpoque - base tank droid model, Droid Models Animation Fix TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra KotorBlender - seedhartha Mods in screenshot: Ultimate High Resolution Pack - ShiningRedHD Ultimate Character Overhaul - ShiningRedHD
  2. 11 points

    Version 1.1.0

    58 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  3. 7 points

    Version 1.0.0

    70 downloads

    This mod will replace and update Mandalorian Neo-Crusaders texture files. The Vurt textures have been edited. Seams have been refined, and details have been added and removed. Thanks to Vurt for the wonderful textures. It was a pleasure working with them. To Install 1. Download: N_Mandalorian (Vurt's KotOR Visual Resurgence).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.
  4. 6 points
    All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
  5. 5 points

    Version 1.0.0

    25 downloads

    Makes manning the turrets on Onderon matter. SUMMARY In KOTOR 2 you can use the air defense turrets on Onderon to take out the enemy fighters above the Sky Ramp. It’s a fun minigame but pretty inconsequential with no real effect on anything. You do gain some XP, but the game doesn’t even notify you of this, not helping the feeling that you didn’t really accomplish anything. This mod aims to make manning the turrets more impactful by, one, properly notifying the player of the XP gain for taking out the fighters, and two, making it so that if you don’t take out the fighters, they fire on you as you make your way up the Sky Ramp. This is accomplished in a similar way to the aerial lasers from K1, except that instead of being a static environmental threat, the lasers will actively track and target you and your allies with some degree of accuracy. A hit from a fighter deals a base 42 points of blaster damage which falls off with distance over a 6m range. Keep it moving to avoid getting hit! INSTALLATION Use HoloPatcher.exe to install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher. UNINSTALLATION Remove k_505_modheart.ncs from Override. Remove 504OND.mod from Modules and, if present, replace with the version inside the backup folder. COMPATIBILITY Should be compatible with most other mods. I don't know of any incompatibilities. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty This is a fulfillment of a mod request by Snigaroo. Credit to him for the cool idea! HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 DeNCS - JdNoa, Dashus
  6. 4 points

    Version 1.0.0

    12 downloads

    Revenge of Revan Upscales Created by: Sith Holocron Game: Knights of the Old Republic 2 (using Loagn23’s “Revenge of Revan” mod) Version 1.0 Uploaded: 08 JAN 2026 Description: The Revenge of Revan Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating “Revenge of Revan” to ROR from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. ROR uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the ROR conventions. (See credits section for the other mods that were sourced.) Some of the ROR textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in ROR are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As ROR is extensive and I didn’t have access to a beta team for this – screenshots excluded – so please report any textures that I may missed an alpha layer for. Feel free to post pictures of areas over in the Release thread but before you do so, please confirm that it’s for a texture that my mod actually includes. What’s not included and why: I have not upscaled the following categories of textures included with ROR: ROR’s Custom Skyboxes: Many of these are already near my self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I skipped doing skyboxes as they are huge as they are and some of them were made by Kexikus so I didn't want to get involved messing with other people's work. Kexikus’ skyboxes are excellent as they are anyway. Many inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these types of mods would a better choice than me for this. Portraits and Character skins: Characters and aliens (and their outfits), creature, droid textures for ROR were originally handled by Redrob41. As Redrob41 has been working on his own upscale and model fixes package for those categories for both K1 and TSL, he will presumably be handling those for ROR at some point. However, if any upscales/updates for ROR are done by him will likely not be released at any time soon so please don’t harass him about release dates – especially he hasn’t made any confirmation that he is working on such a thing. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it/them in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Make sure Revenge of Revan is correctly installed first. This may seem obvious but let’s cover all bases. Optional Step: If you’re going to use a different package to cover the rest of the textures for TSL that ROR doesn’t include, install that before installing my textures. You’ll want to use TGA versions of these other mods in this particular case. At this time, I have no particular preference for any of the packages but I’m sure you can find files for these on Deadly Stream. Additionally, discussion on this subject can be found (or started anew) on the KOTOR Discord. Now, please drop all of the upscaled TGA and TXI files and the one TPC file included in this mod into your Override folder. There shouldn’t be any overlap between files but if there are, allow my versions to overwrite what’s there. This is why I wanted you to use TGA versions rather than TPC versions in the optional step. Credits: All upscaling done by Topaz Gigapixel. Manual adjustments afterwards done by me. Thanks to N-DReW25 for the screenshots of the upscale package in action. Thanks to Fair Strides for texture feedback and moral support. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
  7. 4 points

    Version 1.1.0

    60 downloads

    This is my interpretation of Bandon armor. Available for both male and female. This mod adds 3 different power level armors with the same model. Tier I the weakest and Tier III the strongest. This mod replaces Reven/Starforge model so any other mod that does this will not be compatible. If you equipe Atton with this armor the game will crash. ----------------- INSTALATION: 1. Add the files from the folder "1-Main Files" in your game override folder. NOTE: The Main File has the Original Texture and the Lowered Neck Guard. If you want the Original Neck Guard or the HD Texture add the prefered option after you install the Main Files. HOW TO GET THEM: - Method 1: Add the items in the inventory with the Savegame editor - Method 2: Cheat Codes: giveitem a_robe_67 giveitem a_robe_68 giveitem a_robe_69 ----------------- Donations If you want to support my work you can here: buymeacoffee.com/kirin117 ------------------ Acknowledgements: - 90SK: Thank you for allowing me to use yourr port of the Bandon armor model. - Effix: Thank you for allowing me to use the structure of the files. - Laast: Thank you for allowing me to modifie and add your HD texture as an optional file to this mod. - Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible.
  8. 4 points
  9. 3 points
  10. 3 points
    Browsing through makes me want to dive in for a new modded run of K1! I agree with @Sith Holocron TSL would see a huge boon from your skill and attention.
  11. 3 points
    You don't need to ask permission to use my content. Just let me know where you use it.
  12. 3 points
  13. 3 points

    Version 4.1.2

    4,707 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
  14. 3 points
  15. 3 points
    Could we have some different mods on the Download page listed for the Featured Download section? It might be refreshing to have something more recent than 2018 in there. (Most of the mods in that section are even older.)
  16. 2 points

    Version 1.0.0

    24 downloads

    HD (1024 x 1024) textures for hyperdrive panels on Ebon Hawk. Just place it to your Override folder.
  17. 2 points
    Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.
  18. 2 points
    How was that problem solved for ROR?
  19. 2 points
  20. 2 points
    Somewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
  21. 2 points
    For reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
  22. 2 points
    The mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
  23. 2 points
    I don't know why I did it either. I'm going to bang my head against the wall from embarrassment and my own idiocy. Oh, how bad I am.)))
  24. 2 points

    Version 1.0.0

    17 downloads

    A very simple mod that changes the brightness slider, to help with brightness calibration. Install: Just place the files in override, Then adjust brightness in game. Start too bright and then use arrow keys(or D-Pad) to make incremental adjustments to the brightness until the first block disappears.. The middle bock should be barely visible. The third block should be very visible.
  25. 2 points
    I know this, I know what I'm looking at here. This isn't TSLRCM, this is the bootleg Malachor VI mod that a Russian modder made. Where did you download your mods from? You're playing a Russian mod that has not been translated for English users and is practically unknown to us. If you are using the mod that I am thinking of, then there are problems with it that prevents any translation work into English from being done. 1) It contains Visas audio files from the Ravager for Malachor of her dying. I suspect it's for if Visas dies on Malachor, but since the Russian modder named these files something like "907visassex.mp3" the other prominent modders I have shown this mod to assume the Russian modder added a sex scene to the mod and so refuse to probe into the mod any further. 2) The Russian modder I speak of has been missing since the start of the Russo-Ukrainian War in 2022, it is very much possible that the maker of this mod perished during the initial invasion of Ukraine and thus he can neither help us or give us permission to modify his mod.
  26. 2 points
    Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
  27. 1 point
    It's very nice. Thinking of using the model to redo the data pad icons as well?
  28. 1 point

    Version 1.1.0

    20 downloads

    [TSL] Jedi Masters' Force-Drain Death [EE Add-On] Author: RavenFal Release Date: 02/10/2026 This mod is intended to be installed as an add-on to the Extended Enclave Mod by danil-ch & Darth Hayze. This mod restores the vanilla light-side death of the Jedi Masters while retaining Kreia's extended dialogue from that mod. This allows you to enjoy the scene in its full glory while retaining the original thematic nature of the Jedi Masters being so tied to the Force that they can't survive without it like the Exile and Kreia could. Additional versions of the mod are included for compatibility with the M4-78 Enhancement Project & Party-Swap mods. If you are using Handmaiden and Female Exile - Disciple and Male Exile Romance by Leilukin, install the appropriate Party-Swap Compatible version of this mod. This mod needs to be installed AFTER any other mod that modifies 650jedi.dlg in order to function. This mod is NOT compatible with any mod that alters the following files: 650jedi.dlg a_kreia_crush.ncs a_kreia_drain_at.ncs To Install the mod: 1. Select the version of the mod to install. 2. Run the “Install.exe” program from the mod folder. To Uninstall: Replace the “650DAN.mod” file in your game's Modules folder with the copy saved in the backup folder that was created after running this mod. Credits: danil-ch & Darth Hayze for the Extended Enclave Mod, Darth Parametric & JCarter426 for troubleshooting assistance. Video showcasing the mod: https://www.youtube.com/watch?v=JV5u87mEEtw
  29. 1 point
    It's not a terribly unique first mod idea. I've seen 2 other mods just like it. But one was OP AF, as the kids say, and the other was just okay. I want to make Upgradable Clothing and Robes, both to keep the starting outfit viable for Taris and Dantooine, and so Robes don't feel quite so gipped. But I'm also not the world's greatest numbers guy, so I wanted to float my initial idea and get feedback from people who've gone into the guts of the game's balance far deeper than I ever will. As for Robes, there are only a handful of upgradable armors in the game, and Jedi are just cut of the system entirely. This lets Robes feel a bit less obligatory (you want your Force Buffs right?) and moves them into a Force User-themed desirable alternative to armor. (And honestly, the two reinforcements go thematically with the Jedi Armor that appears in SWTOR and later entries) So here's my initial idea: Upgradeable Clothing Defense: 1 (same as Jedi Robes, which I consider to be the same as Clothing) Skill Focus: Persuade (clothes make the sentient; its a useful buff for a useful skill early game since its restricted to one class without penalty, unless you've modded it; but not so useful that you'd ignore armor with better defense for it) Armor Reinforcement: Defense +2 (or Defense 3, depends on if this replaces the old value or stacks; yes I'm that new at this, Brings it up to equivalent of Jedi Master Robes) Mesh Overlay: Charisma +2 (goes thematically with the base bonus; gives a minor buff to Persuade; I keep going back and forth if I should swap these around) OR Universal Save Bonus +1 (again nice generic bonus for any build, but not so good that you'd start turning away higher level gear) Jedi Robes Defense: 1 Regenerate Force Points: 1 (taken blatantly from TSL, makes them feel a little more unique and useful to Force users beyond just not restricting Force Powers) Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +1 (Charisma +1 for DS version) (a pivotal stat for Jedi, so nice to get a bonus, but hardly game-breaking) Jedi Knight Robes Defense: 2 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +2 (Charisma +2 for DS version), Immunity: Poison (Jedi are reputed for being to shrug off most poisons; using Heal does this, so its usefulness is limited) Jedi Master Robes Defense: 3 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +3 (Charisma +3 for DS version), Immunity: Mind-Affecting (Can you see a Jedi/Sith Master getting confused or mind-tricked?) Qel-Droma Robes Restricted to Light Side Defense: 4 (down -1 from base to flow better with the upgradable scaling) Wisdom +2 Regenerate Force Points: 2 (Base robes all have it 1 now, so felt like the unique ones should have a slightly better version) Armor Reinforcement: Defense +2 Mesh Overlay: Immunity to Fear and Mind-affecting (just improved Master Robes in many way, plus a nod to Cay Qel-Droma's suicidal levels of overconfidence/naivete.) Darth Revan's Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Dark Side Defense: 7 Strength +5 (up +1 from vanilla, just to keep bonuses uniform) Regeneration: 1 Regenerate Force Points: 2 Immunity: Sneak Attacks (honestly, probably not very useful at this point, but I like it as a nod to the idea that he survived getting shot in the back by a SHIP) Star Forge Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Light Side Defense: 7 Wisdom +5 Improved Saving Throws (Universal): +2 Regenerate Force Points: 2 Immunity: Critical Hits (its the end of the game, might be a bit OP but honestly shouldn't matter) On a secondary note: I've never liked the odd numbered stat bonuses. Every version of D&D after the OG 3rd/SWRPG ditched them because it amounted to new gear having a 50% of being useless if you didn't have an odd numbered stat. That just doesn't feel good. How badly do you think a mod that redoes all Attribute bonuses to Even-Numbered break the game. Maybe some of the ones that already have even numbered stat buffs could get a small secondary effect to help differentiate. But that's a different project. Just an idea to address something that's always bugged me, and much more ambitious.
  30. 1 point
    Dear Dark Hope, I am sure I share everyone's sentiment here saying that we wish for all russians to have one day the freedom they deserve. Unfortunately, it seems to me that the world has been going too often in the opposite directon the latest years. Especially some countries. May your child be born to see a better future. All the best!
  31. 1 point
    Upscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
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  33. 1 point
    View File Quarren Sith Master A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! 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. Submitter N-DReW25 Submitted 02/06/2026 Category Mods K1R Compatible No  
  34. 1 point

    Version 1.2.0

    84 downloads

    Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool. Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker
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  37. 1 point

    Version 1.0.0

    1,391 downloads

    ----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: Effixian's Zeison Sha / Jal Shey Reskin 2020 AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Extract the zip, move the files from the folder to your override folder. ----------------------- DESCRIPTION ----------------------- Yes, I wasn't quite done with trying to give you another (better? I hope) version of the Zeison Sha and Jal Shey Armors. Like my 2010 version it has more neutral colours and again it's inspired by the Clone Wars era Obi-Wan. I felt the Malak armor needed to reflect its darkside requirement more, so that has red instead of neutral colours. Not compatible with my other Zeison Sha/Jal Shey mods and other mods that replace them. New feature this time: In the vanilla game the Jal Shey Neophyte Armor and the Jal Shey Advisor Armor use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor then it will simply look the same as the Jal Shey Neophyte Armor. What is what (info on where to get them is from gamebanshee.com): - - Brown cloth, white pants, black boots - - Zeison Sha Warrior Armor (item: a_robe_16) • This item is either very common or randomly placed throughout the game. Files: PFBM01, PMBM01 & ia_ClassZS_001 - - Beige cloth, white pants, black boots - - Zeison Sha Initiate Armor (item: a_robe_06) • Dantooine (Enclave Courtyard) - Purchased from Daraala Files: PFBM02, PMBM02 & ia_ClassZS_002 - - Beige cloth, black pants, white boots - - Jal Shey Neophyte Armor (item: a_robe_07) • Onderon (Merchant Quarter) - Purchased from Gegorran • Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes Files: PFBM03, PMBM03 & ia_ClassZS_03 - - Brown cloth, beige pants, white boots - - Jal Shey Mentor Armor (item: a_robe_20) • This item cannot be obtained through any conventional means. Files: PFBM06, PMBM06 & ia_ClassZS_004 - - Brown cloth, black pants, white boots - - Jal Shey Advisor Armor (item: a_robe_11) • This item is either very common or randomly placed throughout the game. Files: PFBM07, PMBM07 & ia_ClassZS_07 - - Black cloth, black pants, black boots, red armor - - Darth Malak's Armor (item: a_robe_26) TSLRCM only, this item is not random loot in the vanilla game. Files: PFBM05, PMBM05 & ia_ClassZS_005 It is possible to rename filenames to swap textures. --------- BUGS --------- None ------------------------- UNINSTALLING ------------------------- Remove from your override folder: a_robe_11.uti ia_ClassZS_001.tga ia_ClassZS_002.tga ia_ClassZS_003.tga ia_ClassZS_005.tga ia_ClassZS_006.tga ia_ClassZS_007.tga PFBM01.tga PFBM02.tga PFBM03.tga PFBM05.tga PFBM06.tga PFBM07.tga PMBM01.tga PMBM02.tga PMBM03.tga PMBM05.tga PMBM06.tga PMBM07.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. -------------------- THANKS TO -------------------- Fred Tetra for KotOR Tool --------------------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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  39. 1 point
    "Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class." I don't understand the rationale behind this whatsoever. Level 30 is where most players finish the game, which means you already couldn't get all 10 sneak attack levels even from being an Assassin because you'd need level 19 (character level 34!), making it impossible. And Watchman topped out at VII at the same level. It NEVER even had the capacity to make Sentinel redundant... The whole point of this mod should be that Sentinel can be used to facilitate maxing out sneak attack at all. If the Vanilla splits are kept for Watchman/Assassin you'd get SA X at level, 31 and 26 respectively. 31 is still high but it's possible to reach with great effort for a particularly adept Watchman. The more aggressive Assassin maxes it out at 26. Scoundrels get it already at 19, being fair because of being a weaker class. Vanilla you're usually ending the game at 5 and 8 respectively. With your changes, it's functionally trading Watchman/Assassin's utility to Sentinel, and making a Sentinel>Watchman even weaker... If you're coming from Guardian or Consular it's now only possible to get SA 4 instead of potentially 6, in exchange for Sentinel being able to grant 4 levels of SA to the other 2 prestige classes, which is basically useless... That all being said, I just don't understand where you think the Sentinel would somehow become redundant without this change. This mod would be better with the vanilla splits.
  40. 1 point
    If you're planning that for K2, you can look at how the modder has done it for K1 here : https://www.nexusmods.com/kotor/mods/1422
  41. 1 point
    Amazing work! You managed to break down so much limitations... This is extremely exciting :)
  42. 1 point

    Version 1.0.0

    2,316 downloads

    High quality skyboxes model fixes v1.0 By Zobizob Description: Kexikus released this amazing skyboxes mod : High quality skyboxes, but while i was working on the models, i noticed there was a little problem with Taris exteriors. Some lights from the buildings were not animated anymore. While i was at it, i also noticed there was a problem with the hideout skybox (not caused by the mod tho, just a missing object in the model from vanilla). Everything is fixed now. Work done and disclaimer : All the vanilla lights animations from Taris buildings are animated again The skybox in the hideout is fixed Install Kexikus mod first, then drop my files into override and replace when asked. Credit: Kexikus for the original High quality skyboxes mod. Kotor discord channel for insights on developping mods for this awesome game. Permissions: You shall not use this into your own work without asking Kexikus authorization, as he is the original authors. I only fixed the models, nothing else. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  43. 1 point

    Version 1.5.1

    7,582 downloads

    This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version. Disclaimer This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.) Information - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate. - Remade the subtitles for videos 02-09-31a-50-56b - Remade legal screen - Remade title crawl in video 01a - Fixed issues in certain videos (color grading, broken fades,..) Mirror - A google drive mirror for all of the zipped files is available here: link Installation - Download preferred resolution and frame rate versions. - Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point. - Overwrite with any preferred alt versions. Alts All the resolution versions have the same alternative options. - "legal" an alternative legalscreen option. - "nosubs" removes subtitles from videos 02-09-31a-50-56b - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. [UPDATE: Working on a new version based on the Starlight Mini model from Topaz]
  44. 1 point
  45. 1 point

    Version 1.0.0

    9,502 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 25 FEB 2023 GAME: Star Wars Knights of the Old Republic and Star Wars Knights of the Old Republic 2: The Sith Lords Description: This mod replaces the LEH_scre01 textures found around the Ebon Hawk include much of the Ebon Hawk but as best remembered being seen around the Galaxy Map. The previous version will still be available for completists but I consider this version to be the definitive version. This is the “More Subtle” version. (The “Less Subtle version will be available shortly.) As before, the Galaxy Map texture is not included in this mod. You may be wondering: "Why did this need to be made? Well, it’s the companion piece to my other recent mod “Ebon Hawk Cockpit Upgrade [LEH_Scre02].” As they’re both on the Ebon Hawk, I should that LEH_scre01 and LEH_scre02 textures should both match. With both textures, you’ll have that opportunity. First, I started with an upscale kindly provided to me by ConansHair of the LTA_scre01.tga texture. Then I remade the 3 of the windows over from scratch. As before, all four windows are animated but I didn’t stop there. I also animated the LED lights and the buttons as well. After all of these were done and looked over for issues by a top-notch beta team, I asked ebmar if he could add “glass overlays” to the monitors like he did for my recent LEH-Scre02 texture. Constructive criticism is welcome. Here’s a video preview of the texture in action. Installation: For either game – If already present in your Override folder, delete LEH_scre01.tpc, LEH_scre01.tga and LEH_scre01.txi (or move them to your Desktop) Then after extracting the contents of the 7z file, choose from the Overlay and Non-Overlay folders which TPC file you wish to use for your Ebon Hawk and place it in your Override folder. To Uninstall: Delete LEH_scre01.tpc from your Override folder. Known Bugs: None known at this time. If you do encounter one, please note it on the download page and tag me in the comment. I’ll see if I can suss out the issue. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: · To ConansHair for the upscale of the original LEH_scre01 texture and for input on this mod’s release. · To ScrierOne for his permission to use his buttons in this texture. · And to Ebmar for adding overlays to this texture.
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  48. 1 point
    You'd have to strategically replace stuff already listed in the item code list. There are ways to interface with the system, but adding custom codes, like DarthParametric said, isn't possible. Familiarity with the KotOR Tool Templates.bif, Item section. Look at a_light /a_medium / a_heavy / a_robe items. I wrote a Nexus Article about how those items are sectioned, by letter C through K, referring to model in the appeareance.2da
  49. 1 point
    Finally found a mod that fixed the weird black texture glitch I've been experiencing in the Ebon Hawk. Looks great too! Thanks so much!
  50. 1 point

    Version 1.00 B

    36,475 downloads

    Hey guys! It's been a while since I released something, I haven't been able to mod nearly as much as i'd like to lately, but hopefully you all can forgive me this is a Darth Nihilus skin I did while making a video tutorial series, which i didn't end up getting ready for a release yet, that would go through all of the techniques I used to do it (I know what you are thinking... I am frustrated with myself for not finishing what I start too! lol)