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6 points
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6 points
Version 1.0.0
95 downloads
This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.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 -
5 points
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5 points
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5 points
Version 1.0.2
81 downloads
Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 Description: This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added. The Mod is divided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
5 points
Version 1.0.0
35 downloads
Alternate Coruscant Skybox [Day Time] A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: Sith Holocron DESCRIPTION: I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you! These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod. INSTALLATION: Place all of the TGA files into your Override folder. UNINSTALL: Remove those files from your Override. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author. THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
4 pointsI know i started a topic like 2 years ago or something about doing a remaster / retexture, but i never got far into it. So I recently started over again using the new AI model i have been working on for the last 2'ish years on and off, the recent update made it really good at doing clothing. This retexture will be similar to my other remasters i've made in the last years (Jedi Knight 2, Thief 2,Morrowind and Gothic 2). So basically the full game retextured, maybe apart from the smallest stuff which doesnt make sense to retexture. I'm maybe 70% done or so. 1600+ textures so far, but some needs to be remade again or needs fixes. Some examples attached
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4 points
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4 points
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3 pointsAn, almost, full retexture of the entire game. Made with my AI model. Not an "AI Upscale", which is something different. Vurt's KOTOR Visual Resurgence at Knights of the Old Republic Nexus - Mods and community maybe i can upload here once it reaches a more final version.
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3 points
Version 1.0.0
52 downloads
Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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 points
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3 points
Version 1.0.2
89 downloads
2x Upscaled Vanilla Textures Compressed and optimized for highest quality and lowest size This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution with the exception of textures that were already large. (Those will be released as an optional package). GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. To install extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) Optional Large Textures go in the override folder This will overwrite the existing vanilla texture files so back them up if you wish. BUGS: - if you find any textures with weird glowing outlines, let me know and ill fix it. I think i got them all -
3 points
Version 1.0.0
68 downloads
Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture 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 The Jedi Masters to TJM 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. TJM 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 TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM 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 TJM 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 TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. 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 type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for her mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. 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. -
3 points
Version 1.0.0
19 downloads
Makes it so your alignment affects the potency of Light and Dark Side Force powers. This is the version for KOTOR 2. The KOTOR 1 version can be found here. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the penalty by 5%. This means with Charisma = 20, the penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment. To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%. INSTALLATION Please read compatibility notes below before installing. To install, run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required if you want to use both of these mods together. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safest. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separately. If you already have it installed, it is OK to install the combined option over it. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
3 pointsSnigaroo, I'd like to tackle Party at Davik's. I've already done most of the work. Cheers!
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3 pointsThe time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
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2 points
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2 points
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2 pointsEdit 9/12/2025 This is ready for beta testing! If anyone is interested please let me know. It theoretically should be compatible with both Extended Enclave and Party Swap, plus most other mods in the recommended build. Installs with TSLPatcher. --- I'm still working on learning the scripting side of things to put everything together, but I finally was able to get my test dialogue, lip files, and edited audio working and wanted to share a snippet! This mod will be fully voiced using less-common and cut original dialogue clipped together to form new conversations, and creates a complete romance arc for Atton and the Exile in the style of the K1 romances. (other mods I use that are visible here: Atton with scruff https://deadlystream.com/files/file/528-atton-rand-with-scruff/TOR ports, Kira Carsen https://deadlystream.com/files/file/1301-tor-ports-kira-carsen-female-player-head-for-tsl/ High Quality Skyboxes 2 https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ - I need to make some new saves without my usual mod build for when I do real testing and making the actual dialogue files, this was just a test. I play on iPad, so that's the reason for the different UI) Content: I have finished writing the dialogue and editing the audio for seven new main conversations that run from Telos to a final scene just before heading to the Ravager, as well as four shorter repeatable flirting options, two conditional conversations (one if you trigger Atton and Mira's jealousy conversation over Disciple meditation with the Exile, plus one short bit if you have Atton in your party during the Handmaiden Battle Circle), plus a few extended options to flirt back/continue with several comments Atton makes to the Exile in the base game. Currently I am planning to use fade-to-blacks for kiss scenes to match K1 (and also because I have no idea how to animate that in the locations the scenes will be in). Compatibility: This mod will only require the TSLRCM, but I will be using TSLPatcher for installation and hope to make it broadly compatible if possible. Any advice on best practices to achieve this is very much appreciated! I will be testing it with PartySwap at minimum but would like to make it compatible with the full mod build if that is possible. I am leaving out gender checks for all of the new dialogue and am hoping to make this compatible with Leilukin's Atton and Male Exile mod so everyone wanting to romance Atton will be able to regardless of PC gender. I usually play on an iPad so this mod will work fully on iOS. Current progress: With the dialog and audio done and the lip making process set, most of what I have left is figuring out scripting and conditionals enough to put it all together. I need to find out: (updated 9/11/25) how exactly fade in and out of black works regarding the pacing and speed options (I got the initial fade out to work here, but I had to cut the scene off there as the fade back in is not the way I want it to be). How to set up TSLPatcher How to manage compatibility with the mod build. If anyone has advice/tutorials for any of those it would be greatly appreciated! As mentioned above under compatibility, I would also welcome advice on how best to set everything up to be less likely to cause issues with other mods. I'm editing Atton's global dialog file which I know may cause problems with anything else that modifies it, but will be making small changes to several other dialog files too throughout the game. I know I will need to figure out TSLPatcher (thank you ZobiZob for making that video guide to get me started!), but anything I should keep in mind regarding file location/names/formatting/anything else would be wonderful! Credit: Huge thank you to JC, as the SithCodec was absolutely essential for me to be able to do any of this, along with creating multiple things to help with making lip files that saved me a ton of time and effort, plus repeatedly answering my questions in the Discord server when I hit problems I couldn't troubleshoot on my own. 2 months ago I was still not understanding how mods even worked as I am not remotely a computer person, and this is my first attempt at any sort of game modding, but the countless tutorials folks have posted and the supportive community here have been amazing and incredibly helpful! If anyone is interested in beta-testing when I get the scripting and installation figured out, or if you have any other thoughts/suggestions/advice, please let me know. Thanks!
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2 pointsHello DeadlyStream folks, It's been a long time since I've attempted to create a mod and I'm trying to create the ultimate performance mod for old hardware for KOTOR. For context, my one and only mod contribution to this site has been the TSL of the OLD PC. This is thanks to a combination of contributions by modders on here like BeadV+MDLedit , DarthParametric for allowing me to take his widescreen menu and remove the particles, and the kotor tool by Fred Tetra). Unfortunately, this didn't really address all of the issues of performance on low end systems for TSL. Thankfully it was pretty effective for a lot of use cases and I had fun working on it. Since then, I've wanted to revisit the original KOTOR in attempt to make it push 60FPS on the most meager hardware possible in a way that I could learn to do the same for TSL. In my current mod output testing, is an old Dell laptop running windows XP with 2GB of DDR2, a less than 2GHZ dual core and the infamous Intel chipset graphics accelerator running at a resolution of 1024x768. Successes: The main menu runs at 60fps, placeable explosions, sparks, and other effects visibly render and don't appear to be a detriment to FPS. Unnecessary map animations, added aurora lights, door animations+particles, particles have been removed. The overall framerate and gameplay pacing is better than the vanilla install (in some cases better than original xbox). Failures: At one point, I considered that the vertices, faces, and overall polygon count for map modules could be the ultimate destroyer of framerate on low end systems. So naturally, I looked up Blender tutorials to lower polygon and vertices count. I ended up using KotorBlender and followed that by using the decimate modifier on the nodes and had very limited gains (with some bad visual outcomes). Even when targeting unnecessary map objects that had a ton of vertices, this method didn't have enough FPS gains for what I was trying to achieve. While some map portions that were modified seemed to give an FPS boost, there seemed to be a deeper problem based on player viewpoint. My current struggles (Endar Spire Command Module): I've modified ALL Endar Spire command module maps, Global fx, characters, creatures, and global placeables using the following tools: MDLedit (BeadV), Holocron Toolset (Cortisol), and the kotorblender plugin for Blender (seedhartha). Even with these modifications, the framerate can't sustain over 30fps on the hardware that I'm testing. So far, the framerate appears to be utterly destroyed by the draw/render distance dependent of the controllable in game camera. In the case of the Endar Spire Command Module, the framerate plummets when the main character's camera viewpoint is pointed towards the bridge of the Endar Spire. Does anyone here have any pointers or advice to give me? I would very much appreciate it! 🙂
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2 pointsaround 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
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2 points
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2 pointsThere were around 215 of these super tiny textures for implants etc, all done! Wasnt going to do these ultra small textures since i thought it would be too difficult to get anything decent out of them, but i think it turned out pretty good. And it is noticeable in game, especially anything that goes on your head.
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2 pointsHello! It seems almost impossible but only today did I realize that there is a black hole narrative plot in the game. To access the hangar at Davik's where the Ebon Hawk is parked, the Player needs to disable the hangar door's lock mechanism and that needs to be done via computer terminal. So far, so good. But in order to fly away with the Ebon Hawk, the Player should also need the security codes to disable what Davik in the intro tour calls "the state of the art security system I've had installed to protect her." I dismissed those words when I played, but they are significant and they are practically hinting at the existence of a very sophisticated alarm system. Other than Davik himself, the only other person able to bypass the alarm system is the Ebon Hawk's pilot Hudrow, currently being tortured at Davik's and kept in a cage. If you free him, he will reward the Player with sharing the security codes that SHOULD BE NECESSARY to fly the Ebon Hawk. But that is not the case. The Player can just disable the hangar door's security at the terminal just using spikes, enter the hangar, fight David Kang and happily leave with the Ebon Hawk. I'm very surprised that nobody else noticed it or spoke about it before me. Or perhaps I never found a topic about it. If there is an ongoing discussion I have overlooked, I'd be grateful to be pointed at it to learn what others would say. I'm locally going to do something about this to rectify the situation. Thanks!
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2 points
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2 pointsThe way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
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2 pointsThe KOTOR test for Revision 12 has just been completed. With one exception which will need to be re-tested next Revision, every submitted mod was accepted--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP, so now only active requests are present there. As always, I have thought of some more things I'd like in the course of this playthrough, and we have some new requests too. They are, in order of appearance: Swoop Overhaul CHA Items for DS Players Buffed Dueling Twitch is Hard Sentinels With Skills I'm Within Milliseconds of Winning Screw You Sith Armor Allows Force Abilities Party at Davik's Carth and the Player Both Require Sith Uniforms Tusken Aren't Blind Yuthura Opens Up Zaalbar and Chuundar Geometry Problems Enemy Diversity No, I Don't Want to Gather My Party Before Venturing Forth Altogether, not an insignificant amount of new requests! I hope they inspire some of you. As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while. Thanks all!
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2 points
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1 pointSo far, this seems really cool. It has an interesting start. I've only done Ilium and gone to 1 other planet. Is this a final product? Or are there going to be more updates to this in the future? While this is a great mod already, it does seem to be a little empty and so far, doesn't provide a lot of challenge. I just can't find much information about this mod other than the posting here and a couple of reddit pages that state this exists. What videos I can find, I don't want to watch due to possible spoilers. But if there's going to be more updates to this, I might wait until there's more so that I don't ruin an amazing first experience. I'm doing the same with Revenge of Revan. Been waiting on that one for far too long haha. But I do like this so far. Also, I noticed one thing that seemed a little weird. When talking to Yimille, her voice lines seem to change from alien language to english. I only noticed this when talking with her on the Ebon Hawk. I haven't tried to talk with her outside of that
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1 point
Version 1.0.0
18 downloads
For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more. Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus. For a rough explanation: Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher. Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file. -
1 pointPerhaps there is a misunderstanding here, SH. About T3 being a great hacker. I don't object to it in principle, but you realize that T3 would need to be in the party in order to make him the hacker of the Ebon Hawk security system. And this is just the second objection I have with it. The main one, I reiterate, is the fact that Davik's Estate narrative is based off retriving the security code from the pilot in the cage to steal borrow take possession of the Hawk. Having T3 bypass this requirement means killing much of the purpose behind the whole area. And the codes are already being given to the Player by the Ebon Hawk pilot once you turn off the energy cage trapping him. It happens via dialogue already. Having the codes found on Davik's body would make sense, but in the end it would not make sense trying to infiltrate the hangar without knowing the codes first. It's not that you could know in advance that you'll find Davik there without metagaming knowledge. Yes, that's exactly it. The content of the file k_ptar_davcomp2.dlg clearly shows that Bioware had originally thought of having Davik's personal computer somewhere in the base. The Player would have needed to upload the codes that disable the EH security using that specific computer. I will locally maintain the solution of having a combined effort to bypass both the hangar door and the EH security by making the Access Card's sole purpose that of saving spikes to use for the terminal's various commands. The terminal option "[Computer] Disable Hangar Security" will be changed to "[Computer] Upload security codes to access the hangar and disable the Ebon Hawk's shields." and will require having talked to the pilot for it to be present.
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1 pointIsn't T3 supposed to have superior code breaking and computer slicing skills? Got you into a Sith military base so I imagine getting onto the Ebon Hawk wouldn't be too much harder.
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1 pointthey're pretty much 1:1. but if you have a more specific idea of how to improve them i can give it a shot for sure.
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1 pointThere's a very likely chance that the OP is very un-knowledgeable about in modding in general judging by this quote from their Mod Request thread. I would advise to assume novice level here.
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1 pointIs that relevant? It's on Github. That shouldn't be the case from what I recall, since the door should be locked and signal the trooper to initiate a conversation if you try to open it. If it is broken then nobody bothered to tell me about it. But there's nothing stopping someone from using that mod as a basis to make a "proper" version if it's required. It would be useful if people would create an issue for this type of thing on the K1CP repo. Soon™. I did a basic fix of that ages ago that just duplicated the vanilla GUI image. Functional, but not particularly pretty.
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1 point
Version 1.1
5,018 downloads
A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder. -
1 point
Version 1.0.0
103 downloads
Fullscreen replacement loading screens for TSL. All loading screens are included. How these were created: - Captured in-game screenshots with a low FOV - Reshade effects were used for sudo-raytraced lighting and color correction - Used GIMP to apply smoothing and anti aliasing - Applied and blended 3 different "paint" filters, in GIMP - added dark gradient at bottom of screen to make text more readable -
1 point
Version 1.0
32,278 downloads
so here is the HD visas part of my ongoing texture project series, I desired to maintain the vanilla "look", but with much higher quality textures, I feel I have sufficiently achieved this, (i took a little liberty on the dark side transitions, but they are definitely not "movie style") the usual disclaimers apply, and of course you don't need my permission to reuse this, as long as it's not for profit. -
1 point
Version 4.1
129,706 downloads
THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K. -------------------------------------------------- Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords -------------------------------------------------- Special Thanks to the following individuals: Alien - For the original version of the 16x9 mod, without which none of this would have happened. tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool. -------------------------------------------------- Original mod info (including link to download and screenshots) can be found here: http://steamcommunity.com/app/208580/discussions/0/864975632546978851/ As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use). After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission. *CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions* Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files. *Steam (Aspyr version) Installation Instructions* [Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files. -
1 point
Version 1.1
41,810 downloads
A KNIGHTS OF THE OLD REPUBLIC II MODIFICATION High Quality Blasters By Sithspecter Installation: Point the installer towards your Knights of the Old Republic II game folder (not the override folder) to install High Quality Blasters. Description: When Knights of the Old Republic II was released in December 2004, it made a number of improvements over the first installment. However, the blaster models were still the same low-quality models as before. After remastering all the blasters in the first game, I knew I had to make the same high-quality blasters available for the sequel. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your TSL override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Run the installer, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Benok’s Blaster Blaster Rifle Heavy Repeating Blaster Rifle Plasma Projector What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. This will not negatively affect the gameplay in anyway. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. 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. -
1 point
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1 point
Version 1.2
1,126 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. -
1 pointI still need to fiddle with the lip sync for the Dantooine Ruins scene, but since that's horribly laborious, I decided to look at some of the other scenes. Here's a first crack at recreating the Star Map visions - albeit without the black spiderwebs/fog effect. It's not exactly 1:1, but close enough. With the animated camera setup done, it should be pretty simple to transfer it to the other three maps to capture their movies, and get the footage for the cross-fade during the revelation scene. Edit: Tweaked the setup a bit after working on the Kashyyyk map. Edit 2: Added the Manaan and Tatooine map sequences. One thing I don't understand is why they are so inconsistent. Some barely show the map opening before they end, others show the later section of the anim where you can actually see the galaxy map. I think it would probably be worth offering alternate versions that follow the Tatooine map's timing. Edit 3: Maybe the timing differences are because they used those same clips to create the Revelations sequence. I personally took a different approach in order to properly sync their animations and get a seamless transition between each shot.
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1 pointOK so here's another comparison, this time with the star map timing adjusted and with the (re)addition of the vanilla lighting, as requested by @Sith Holocron. Although I did tweak the light in the first room to switch it from the original yellow colour to the blue of the light in the star map room. I've since made a minor FoV tweak to the last shot (from 11° to 12°) which hopefully should bring every shot to parity - or as close as I can make it - with the original. I think the only remaining changes are to open the door leading to the room where you encounter the droid (and Nemo's corpse), and delete the flag placeable in the computer room just visible off in the background of the close-up on Malak's face. Strangely the lights fixed the issue with the shading around Malak's eye sockets, which was a nice bonus. The only thing remaining that really bugs me now is the desync between the star map opening and the sound effect for it. This is present in the original video, so it's a problem with the audio track. I'm guessing they must have made a late adjustment to the animation after they had already finalised the audio. Or maybe it was just a mistake. Not sure what can be done to fix it. We could overlay a duplicate of the map opening SFX, but then you'd get a weird duplicate/echo thing going on. Maybe that back end of the audio track could be adjusted/stretched? That might screw up the music though. I guess I can try playing around with it.
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1 point
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1 point
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1 point
Version 1.5
846 downloads
ImmersiveHUD (or short iHUD) for Android-KotOR by MilesTeg --------------------------------------------- ===== Description ===== This is a simple, lightweight fix to tone down the very bright HUD. It's especially useful if your device can't handle frame buffer graphic effects (=unable to adjust brigthness). I mostly adjusted the alpha channels to add nearly full transparency (reduce brightness of GUI elements). Additionally, I've adjusted HUD-Elements for dialog scenes. Now, while choosing answers you can see your own player character instead of a huge blue menu blocking the view. Requirenments: You'll need 1 MB additional internal storage How-To Mod your Android-KotOR: https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ ===== Installation & Usage ===== Like every mod for android you simply extract and copy all files from ''iHUD-mod/'' and/or ''/iDialog-mod/'' to ''/Android/data/com.aspyre.swkotor/files/override/'' (if not present, create an override folder). Restart KotOR and enjoy the game Uninstall: Delete files from override. ===== File contents ===== iHUD-mod - mod files for your android-override dir iDialog-mod - mod files for your android-override dir for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) ===== Credits / Reuse content ===== You may use this mod for any non commercial use and without contacting me. Thx to **KOTOR-Tool by FredTetra https://deadlystream.com/files/file/280-kotor-tool/ **Xoreos Tools https://xoreos.org/ https://github.com/xoreos/xoreos **Reddituser u/Rasral123 for his great tutorial https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ Big thanks to Obsidian and Bioware for this great game. THX Aspyr for this solid game port! ===== Changelog ===== v1.5 added iDialog (Dialog-Menu doesn't block your view) v1.0 release 28/04/2019 -
1 point
Version 2.0.0
481 downloads
I present to you one of the few Android-only compatible mods for Kotor 1. You may be thinking one of two things after that statement; what makes this mod only compatible with the Android port or the fact that an improved galaxy map made by Kexikus already exists which places the planets in their Star Wars canon locations. Well as it turns out that mod is incompatible with the Android port because Aspyr used a scaled down version of the "galaxymap.gui" which results in that mod not working properly in the port. Also, the settings on that mod's TSL Patcher have to be changed even if the Aspyr galaxy map is used in that mod's installation. Bottom line; that mod would have to be reworked to function properly with Android Kotor. Now that I've covered my bases to avoid any claims of mod theft, I'll proceed to explain the mod. First, I don't care much for "canon" placement of the planets. I could have placed them canonically, but I didn't like how most were bunched together on only one side of the map and in a version of the game where most use touch controls it's better to have them neatly separated throught the galaxy map as to avoid touching the wrong one. This mod comes as is and I will most likely not upload a TSL Patcher version. The reason being that many Kotor Android players have no access to a computer and it makes it difficult for them to access some mods. Warning: This mod as stated above is meant to be used with the Android port of Kotor 1. Using it on the PC version may result in damage that I cannot be held responsible for. Credits: TSL Patcher by Stoffe -
1 point@Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation. I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway. How the Workshop Works First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support, and it is now possible to restore many of the things the Aspyr patch breaks thanks to @J's 3C-FD patcher). To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment. What the Workshop is Good For Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to.... Why You Should Avoid the Workshop Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features: Load orders are based on the order mods are subscribed to, and are overwritten in certain circumstances. This is a big one. Even the most archaic games have always allowed users to control file overwrites, deal with compatibility issues, and selectively prioritize one mod over another by controlling the order in which mods are installed, and oftentimes the specific files installed from mod to mod. Because the Workshop does not truly install mods as such and instead merely sits them in a folder to be read by the game, it's up to the Workshop which mods get read in which order, and which get prioritized. Mods subscribed to first are read first by the system, but because they're downloaded as complete packages ready-to-launch, it's not possible to remove files selectively unless you know exactly where to look--even then, the Workshop may try to repair your install of the mod, replacing files that you may have removed intentionally. Furthermore, no file manifest is given by the Workshop, which makes it that much more difficult to see which mods edit the same content, and incompatibility is a major systemic issue with the workshop as we'll see. Worst of all, mod updates or game reinstalls can entirely disrupt this subscription order and randomize the load order, making it difficult to achieve a stable load order even if you're doing all due diligence. One mod's changes can push out another's. Unlike the installation system typical with major mods where the TSLPatcher can minimize incompatibilities, there's no such protection here. Indeed the opposite, as having two mods with the same .2da file means that one's will inevitably win out, and the other's will lose, and the loser's data will be completely and totally ignored by the game. Not only does this guarantee that some mods are incompatible in function simply due to the Workshop's architecture, it means that you could encounter serious bugs if important files from one mod are overwritten by another. This is part of the reason why TSLRCM and M4-78 had to be combined on the Workshop eventually--despite being completely compatible with one another, the Workshop was ramming them together in incompatible ways. Mods installed manually don't play well with Workshop mods. Jumping off of the above, because mods aren't truly installed with the Workshop, a user can mod their game by installing files onto their game directory in steamapps/common as one would normally do, but also subscribe to mods on the Workshop. Yet the same issues as two mods editing the same file on the Workshop will now occur in this scenario: a loose .2da file in the override will conflict with a .2da file from a Workshop mod and one will completely cancel out the other, rather than taking each other into account whatsoever. This is a big reason why it's a good idea to do all one thing or all another, since combinations like this are invariably more work than simply modding with the right tools from the start. The Workshop has limited selection, and few exclusives. This is an indirect rather than direct issue with the Workshop, but it's worth pointing out all the same. Because of many of the above issues, the Workshop has a rather limited base of modifications, and most modifications released on the Workshop have also seen standard releases, either here on Deadlystream or on the KOTOR 2 Nexus. Because those mod versions would be more compatibility-friendly anyway, there's little reason to use the Workshop just for the sake of the mods on it; there's more variety and less headache installing mods elsewhere. Many Workshop mods are out-of-date and not supported by their authors. This is again (at least partly) an indirect issue, but I feel the need to mention it here because it does have consequences for users. It is very easy to upload mod content to the Workshop even if you aren't the original author, and difficult for original authors to get these reuploads taken down. Regardless of your stances on mod ownership or reuploading, the users who perform these uploads often drop them on the Workshop for quick downloads and kudos-padding and then abandon them, not providing any future updates or support that the original authors would at their typical download locations. This leads already-anemic Workshop content to also frequently suffer from being outdated, and lack proper support, as the uploaders are frequently not the original software authors and may not even understand how the content they've hosted works. While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead. If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.