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13 points
Version 1.0.0
46 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 -
12 points
Version 1.1.0
67 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. -
7 points
Version 1.0.0
84 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. -
6 points
Version 1.0.0
52 downloads
New animated texture. To Install 1. Download 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. -
6 pointsAll 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?
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5 points
Version 1.0.0
51 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 Mods in screenshot: Ultimate Onderon High Resolution by ShiningRedHD High Quality Skyboxes II by Kexikus -
4 points
Version 1.0.0
17 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. -
4 points
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3 points
Version 4.1.2
4,960 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/ -
3 points
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3 points
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3 pointsBrowsing 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.
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3 pointsYou don't need to ask permission to use my content. Just let me know where you use it.
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2 points
Version 1.0.0
40 downloads
n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
2 pointsDear 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!
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2 pointsUpscales approved and now available on Deadly Stream: https://deadlystream.com/topic/12120-skinrevenge-of-revan-upscales/
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2 pointsHey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra Zip File (GZF) containing everything you need to use this A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use the GZF? (New way) You need Ghidra installed, with a modern Java Runtime Download `k1_win_gog_swkotor.exe.gzf` from the google drive below Create a new Ghidra project Drag the GZF into the project Double click it to begin browsing You now have a decently labeled/decompiled instance of KotOR 1 How do I use the SARIF or XML? (Old way) You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor server, OpenKotOR server, DeadlyStream server, and the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Google Drive Link Here
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2 pointsSorry 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.
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2 pointsThe Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
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2 points
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2 points
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2 pointsSomewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
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2 pointsFor 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.
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2 pointsThe mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
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2 points
Version 1.0.0
41 downloads
Description: The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. Installation: If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name. Credits: Holocron Toolset by Cortisol JC's Loadscreen template modders resource GIMP -
2 pointsPlease 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
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1 pointThe mod currently has two installs. The "No New Voice" install does not add a new voice, it uses the vanilla human voice. The "Quarren Voice" ports the alien Quarren voice from Kotor II, this is the same voice that Loppak Slusk and Visquis use. There was going to be an AI version which took the Quarren voice and made it speak English, the ROR mod does this for the Quarren Jedi Master NPC but when this voice was used in-game it was sped up and the pitch raised for some unknown reason. Because of this bug you currently cannot install the AI version but it exists for when it eventually does get fixed. Open each folder inside the tslpatcher folder and click on the .MP3 files to hear what the new voices sound like. Thank you both! If you installed the 1.0.0 version with the bugged Death Field animation just copy "Q_Quarren.mdl" and "Q_Quarren.mdx" from the 1.1.0 version and paste them into your Override overwriting the old version.
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1 pointNew tutorial about editing the map models and walkmeshes using Blender
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1 pointView File Restored Content for K1CP [DEMO] Restored Content for K1CP [DEMO] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.11.0 Demo Release Date: 04.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given five options. Main Mod- This is the installation which installs the RC-K1CP mod. Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game. Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins. Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation. Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder. Restored Unique Blaster- Restores unused textures for Carth's Blaster and the Baragwin Ion-X Weapon. These are an optional install as they are incompatible with the High Quality Blasters mod by Sithspecter. Restored Jedi Appearances- Restores many unused Jedi appearances and soundsets on both Dantooine and the Star Forge. This option is most likely incompatible with the NPC Diversity Pack, Jedi Diversity on the Star Forge, Diversified Jedi Captives on the Star Forge, or KotOR 1 Twi'lek Male NPC Diversity. Description: The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now! Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod. This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it. This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod. Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different). If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be! Restorations: Item Restoration: Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SithRevan (RIP): Beginning the restoration effort for K1! K1R Team: For developing the original K1R mod! Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP! SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely! A Future Pilot: For kickstarting the K1 Community Patch mod, for making the Sith Soldier Texture Restoration mod and for allowing modders to use it freely! Sekan and Seamhainn: For including the source scripts in their Garrum and Tar'eelok Restoration mod which allowed me to recreate the restoration of those characters in this mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric, th3w1zard1 and Salk: For valuable feedback! Sith Holocron: For the mod logo! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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 07/21/2023 Category Mods K1R Compatible No
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1 point@darthbdaman since you asked about this last year: It's not perfect, but it's a good start/proof-of-concept I have plans to allow for even more columns than this, was mostly just checking if possible
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Version 1.0.2
209 downloads
This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense. Warning: This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work. -
1 pointThe triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it: Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product. I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open, but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone. I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. Well, here it is!
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Version 1.3.1 Master Jorn Editio
7,657 downloads
Darth Darkus' Armored Robes v 1.3.1 -Master Jorn Edition- ============================================ These robes reskins were done by Darth Darkus around 2010 if I remember correctly. He granted me permission to use them in HotOR 1.6, which I did because they look great. In 2012, I released v 1.2 on DeadlyStream as close to how I thought he intended them to be originally but also added the icons, uti's and installation with TSL Patcher. Now, I am releasing my own version of the mod 5 years later, with my own spins on them. These new robes will now replace the default robes and have been made upgradeable. Two of his robe reskins have been omitted (red and blue guard robes), and my personal reskins of the brown jedi armored robes now use three of the default jedi robe texture slots. These robes have been redone to add shine to the obvious metal parts, which also meant that the shredded outer robe on the Inquisitor's and Marauder's had to be "spliced" with full and intact versions. In order to make up for the missing shredded robes I went and put some nice textures on them. Double click the .exe file to install. Version 1.3.1 adds the missing texture on the Consular's Battle Robe (my bad), adjusts stats on all robes and touches up Inquisitor's Battle Robe, and lowered the vendor prices on a few robes. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. Original Read Me file as follows.. *********************************** ~~~~~~~~STAR WARS:~~~~~~~~~ KNIGHTS OF THE OLD REPUBLIC: THE SITH LORDS MODIFICATION *********************************** PRIMARY DEVELOPMENT BY DARTH DARKUS, (SECONDARY DEVELOPMENT BY KAIDON JORN) *********************************** ARMORED ROBES *********************************** ~~~~~~~~~~~~~ ~DESCRIPTION~ ~~~~~~~~~~~~~ I KNOW SOME OF THESE ROBES ARE FAR FROM PERFECT BUT YOU CAN FEEL FREE TO CHANGE THEM AS YOU LIKE THIS PACKAGE WILL ADD 9 ARMORED ROBES TO KOTOR: TSL... ~~~~~~~~~~~ ~NEW ITEMS~ ~~~~~~~~~~~ 3 ARMORED JEDI ROBES 3 ARMORED GUARDIAN ROBES 3 ARMORED SITH ROBES ~~~~~~ ~BUGS~ ~~~~~~ NONE KNOWN! IF ANY PROBLEMS SHOULD APPEAR YOU CAN PM ME AT LUCASFORUMS ~~~~~~~~~ ~CREDITS~ ~~~~~~~~~ DARTH DARKUS- PRIMARY DEVELOPMENT ~~~~~~~~ ~THANKS~ ~~~~~~~~ ALL THE PEOPLE WHO MAKE TOOLS, YOU ARE AWSOME. WITHOUT THEM NOTHING WOULD BE POSSIBLE. - KOTOR TOOL ..........................Fred Tetra - SVÖSH - FOR HIS GREAT COLLAR FIX - THE MODDERS ON HOLOWAN, WHO ALWAYS HAVE A HELPING HAND FOR STARTERS. ~ OTHER USAGE ~~~~~~~~~~~ YOU MAY USE AND/OR MODIFY THIS PACKAGE FOR OTHER MODS, BUT DON'T FORGET TO GIVE ME CREDIT. YOU MAY UPLOAD THIS SKIN PACKAGE ELSEWHERE WITHOUT MY PERMISSION. ~ 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. -
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Version 1.00 B
36,545 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) -
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Version 1.2
1,247 downloads
******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's K1 to K2 Heads AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod adds player heads: - PFHC01 from KotOR 1, as requested by shadongo. - PMHA05 from KotOR 1, as requested by Fallen Guardian. ************* INSTALLATION ************* PFHC01 from K1 to K2: Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe". PMHA05 from K1 to K2 Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe". Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: For PFHC01 from K1 to K2: - pfhx01.mdl - pfhx01.mdx - PFHX01.tga - PFHX01A.tga - PFHX01AD1.tga - PFHX01AD2.tga - po_PFHX01.tga - po_PFHX01d1.tga - po_PFHX01d2.tga For PMHA05 from K1 to K2: - pmhx05.mdl - pmhx05.mdx - PMHX05.tga - PMHX05.txi - PMHX05D1.tga - PMHX05D1.txi - PMHX05D2.tga - PMHX05D2.txi - po_PMHX05.tga - po_PMHX05d1.tga - po_PMHX05d2.tga 2. Get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da ******************* 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 mod if you simply ask me. ********* THANKS TO ********* - Fred Tetra's Kotor Tool - bead-v's MDLedit - stoffe's TSLPatcher - The people at Deadly Stream ------------------- 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. -
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Version 2.2
5,791 downloads
---------------------------------------- Knights of the Old Republic - Seikan's Armors of the Old Republic 2.2 ---------------------------------------- AUTHOR: Seikan EMAIL: chanes340@hotmail.fr RELEASE: December 2016 ---------------------------------------- Description ---------------------------------------- 6 years after the first release, I present to you a complete rework of my old mod “Seikan’s Armors of the Old republic”, a complete rework on the textures was done, along with the addition to the items in-game. This mod add a new set of armors, using the Darth Bandon's model as male model, and Bastilla's model as female model. These armors will replace the Revan robes row in the appearance.2da. It also adds a set of mandalorian helmets, sith trooper helmets, and a new model for Tulak Hord's mask. ---------------------------------------- Changes in 2.2 version ---------------------------------------- -Fixes bug of Endar Spire beginning footlocker containing Revan’s armor instead of the beginning loot allowing you to progress in the game. Revan’s armor is now located along with Mandalore the Ultimate’s armor. -Fixes the bug of the mandalorian warrior armor not appearing on Jagi. -Fixes the issue of Caucasian female characters having the wrong textures attributed to it. -Removes a useless entry on the TSL patcher that caused it to report an error though there was no real issue. ---------------------------------------- New Items Checklist ---------------------------------------- - Revan's Armor - Darth Revan's Armor - Mandalorian Warrior Armor (blue) - Mandalorian Sergeant Armor (red) - Cassus Fett Battle Armor (yellow) - Mandalore The Ultimate's Armor - Sithmaster-armor - Darth Bandon's Fiber Armor - Tulak Hord's Robe - Tulak Hord's Mask - Neo Crusader Hemlet (blue) - Neo Crusaders Helmet (red) - Cassus Fett Battle Hemlet (yellow) - Female Neo Crusader Hemlet (blue) - Female Neo Crusader Hemlet (red) - Female Cassus Fett Battle Hemlet (yellow) - Sith Hemlet - Female Sith Hemlet ---------------------------------------- How to Install This Mod ---------------------------------------- - Run the TSL patcher, and select your game directory. ---------------------------------------- Location of the items ---------------------------------------- - Darth Revan's Armor : Naga Sadow tomb. - Mandalorian Warrior Armor (blue) Neo Crusader Hemlet (blue) Female Neo Crusader Hemlet (blue): Dropped by Jagi - Mandalorian Sergeant Armor (red) Female Neo Crusader Hemlet (red) Neo Crusaders Helmet (red): Dropped by Mandalorian commander in the Shadowlands - Cassus Fett Battle Armor (yellow) Cassus Fett Battle Hemlet (yellow) Female Cassus Fett Battle Hemlet (yellow): Sold at the usual spot (Dantooine) - Revan's Armor Mandalore The Ultimate's Armor: Found in The Krayt Dragon lair. - Sithmaster-armor Sith Hemlet Female Sith Hemlet: Taris Governor - Darth Bandon's Fiber Armor: Self explanatory. - Tulak Hord's Robe Tulak Hord's Mask : Self explanatory. ---------------------------------------- Contact Info ---------------------------------------- - Email all questions or comments to: chanes340@hotmail.fr, or contact me through Deadlystream, Username: Seikan ---------------------------------------- Terms of Use ---------------------------------------- - Altering the contents of this mod is permitted only for your own personal usage. - You are not allowed to use the resources included in this package for other released mods without my consent. (which you’ll most likely have, just ask me, I just like to know what’s being done with my mod) ---------------------------------------- Credits ---------------------------------------- Models, skins, idea: Seikan Rework on Tulak Hord’s mask model and mapping: xander2077 ---------------------------------------- Special Thanks ---------------------------------------- - 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. - Thanks to Holowan Labs for all the help and support through the development process of the earlier version. - Thanks to Illy-chan, who suggested me to use Bastilla’s model for the female version of the armors. -Thanks to xander2077 Who did a nice overhaul of Tulak Hord’s mask, which is now part of this mod. ---------------------------------------- Additional Notes ---------------------------------------- -There are male and female helmets, since it needs to modify the appearance of the character. So if you wear a female helmet with a male you will be changed into a female. -The helmets will change you into a white character, so if you wear underwear while using one of the helmets, your character will be changed to a white character. -If you wear a helmet during a "star map vision",, or the Revan revelation you will have a really ugly face, that's normal, otherwise, there would be pieces of head, getting out all over the helmets, so I’d advise you to take them off before such scenes. -Since I’m a little bit short of time I haven’t had the time to test the mod myself, so there might be a few bugs here and there, if you find any I’d appreciate if you contact me, I’ll try getting a fix for it ready. -Compatibility wise, it obviously won't be compatible with mods modifying the same files (Revan robes models, Jagi, Tulak Hords sarcophagus and mask, Taris Governor etc....) -
1 point
Version c.03
14,359 downloads
TSL Loot & Immersion Upgrade Version c.01 by 90SK "This is but a taste of the dark side to whet your appetite..." -------------------------------------------------------------------- Mod Info: A fresh take on the body items in TSL, with over 60 new skins! In-character skins and integration into TSL's world. It was created to add life to TSL's selection of armors and robes. Requires a new game & start to fully add everything. This mod is not primarily compatible with other mods, please know what you are installing and consult files before installing. See changelog for details on latest version and giveitem codes. -------------------------------------------------------------------- Patches for Loot Immersion Upgrade: Ceremony Jedi Tunics Alternate Expansion Marauder Tunics Expansion Patch/Alternate Version of Loot-Immersion Upgrade c.04 Default Jal Shey Expansion Contributors: 90SK - Skinning, item creation, scripting, ideas/putting the mod together VarsityPuppet - Skinning help, Model enhancement: Jedi robe, Master robe, Heavy armor robe, Darth Bandon female armor Sithspectre - Heavy Armor Female skin remap to male and model RGB - Skinning help, texture parts for M class Items (Darth Bandon model) Fred Tetra - KotOR Tool Silveredge9 & Quanon - Mandalore mask model and original skin flying-gg - Beta Testing Effixian - great placement of jedi armor on Geeda merchant idea L0rdReV@n88 - Exile darksider robe skin Sharen Thrawn - Nar Shaddaa skybox skin Gsccc - Tutorial on VO recording tk102, Stoffe, Darth333 - Scripting tutorials Darth Nihilus art from prima guide as base for Nihilus mask reskin Developers of KotOR - a lot of materials, the games, and making way for my work to be done. ------------------------------------------------------------------- It will add many additional robes and armors, replace many robes and armors, add and improve loot drops, and it is designed to fit in with TSL. Content Overview: Cloaked Knights of the Old Republic 1 style tunics replace the padawan robe model with new skins. Jedi master robes have been reskinned. Significant added content focused on armors/robes for Onderon pt1 and pt2, Nar Shaddaa, Dxun, Telos, Korriban, and Dantooine. Canon and comic book style improved masks for Nihilus and Mandalore. Improved Bao-Dur skin (tan, green eyes). Korriban and Dxun tombs have improved appearance item loot. All unrestrictive items and textures totally overhauled. Metallic/improved HK-50, 51, 47 and T3. Vacuum mask replaced with an electromesh mask design. No-glitch upgrade screens for red space suit and Mandalore Armors + Custom Icons. Cheat code "giveitem light_matrix" for blue hypermesh armor. Cheat code "giveitem revan" for Darth Revan robe . Cheat code "giveitem shadow" Azkul's outfit. Cheat code "giveitem 90sk_1" and "giveitem 90sk_2" additional Exile's personal robes. -------------------------------------------------------------------- INSTRUCTIONS AND DETAILS: PLEASE READ CAREFULLY*** Step 1. Download 7Zip to unpack .7z files (harmless freeware for file packing) Step 2. Copy baseitems.2da to an empty Override Install TSLRCM and any Lightsaber mods you want Next, after installing saber mods or TSLRCM, copy this mod's Override from Mod archive to either your "Program Files/steam/steamapps/common/Knights Of The Old Republic II" , or "Program Files/LucaAarts/SWKotOR2" if you're not using the steam version Step 3. That's it! To verify that the mod is working, check it in KSE. You can do a few things to remove the mod if you need to, but it is largely not recommended. Use the auto-generated Backup folder to replace files from the mod. You can also reset your Override folder (delete your override folder, make a new folder and name it override) Manually manage your Override folder ------------------------------------------------------------------- Misc Information: If you have any questions about the mod, or want to know more about it before you download, feel free to leave a comment or Private Message me (90SK) on DeadlyStream. -------------------------------------------------------------------- Changelog: ------------------------------------------------------------------- NOTES: Compatibility: Troubleshooting: ------------------------------------------------------------------- COMPATIBILITY & MOD DETAILS: - Item Classes: This mod replaces: the Jedi robe class, the Jedi master robe class, the Jal Shey / Zeison Sha / Darth Malak's armor class, the armored flight suit class, and the star forge robe class. Version c.01 is the current version. This mod is designed to fit in with and improve TSL. This mod is not compatible with the STEAM TSLCRM due to directory conflicts Please start a new game to use Loot & Immersion Upgrade v4.4.4b has not been tested with NPC Overhaul Level and weapon mods are compatible with Loot & Immersion Upgrade If you have questions about something on this page, feel free to PM me (90SK) -------------------------------------------------------------------- Additional Credits: Do not redistribute or release this mod, or use any component of it in your own mods (except specifically for personal use), without permission from the original authors. Explicitly do not release this mod on any site or in any way/shape/form. Special thanks to VarsityPuppet and all authors aside from myself credited for use of their work and expertise in this mod. Special thanks to Flying-gg for some essential beta testing. Extra special thanks to staff of LucasForums and DeadlyStream! -------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
