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Version 1.0.0
40 downloads
Default Hilt Replacement Mod 2025 ---------------------- Author Kaidon Jorn, December-March 2025/2026 DHRM 2025 Changes: ---------------------------------- Blade models and planes are set to the correct Z position. New blue double-bladed model made from original blue single bladed model. New (old) models for red single and double bladed. Green single bladed made into new green double bladed. Yellow single and double model textures touched up. Purple models reskinned. New orange single bladed made from orange double bladed. New viridian single bladed made from viridian double bladed. New silver single and double bladed models made from (very old) yellow double bladed model. New cyan double bladed model made from cyan single bladed model. Bronze models textures touched up. Otherwise no change. Short saber model remapped and reskinned. Made new icons for all models. Purple blade is now violet instead of amethyst. This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource. I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that). Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.6 points -
Version 1.0.0
29 downloads
In the game, the Council acknowledges they sent a Jedi to investigate the ruins, but he has not returned. They do nothing about it, never mention him again, and simply send you instead and call it a day. Consequently, we can do nothing either, except rob the corpse of his belongings and leave him in his tomb. This small immersion mod allows you to recover the body of Nemo from the Dantooine ruins. Or not. The choice is yours. Bring him not to the apathetic Council, but to Deesra, who trains under Master Dorak to one day become Chronicler of the Jedi Order. He will properly document Nemo's fate and attend to his burial. A short quest begins once you search Nemo's remains and decide to take his body back to the Enclave. You may also choose to deliberately leave him there, as the Council always intended, and the quest will auto-complete, affirming your decision. Upon completion, you receive a purple crystal that once belonged to Nemo himself. In my opinion, a fitting way to obtain this signature crystal before leaving Dantooine for the first time. Note: Due to how the game works, it's best to install this mod before entering the Dantooine Ruins for the first time. Otherwise, the dialogue after interacting with the corpse may not trigger naturally. As a failsafe, I've added an additional dialogue option with the Ancient Droid. After finishing your business in the ruins, ask him questions and a new line will appear: "Did you kill the Jedi over there?". This allows you to investigate the body the same way as after searching him. Bugs: Nothing major, but if installed on an existing save and using the failsafe route, the body may only disappear after you revisit the location. Installation: Use the HoloPatcher installer included in the archive. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset and HoloPatcher3 points -
Version 1.0.0
21 downloads
New textures for speeder. To Install 1. Download: Speeder.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 love2 points -
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Version 1.0.0
34 downloads
New textures for Swoop Bikes. Textures with elements from the Vurt's KotOR Visual Resurgence mod. To Install 1. Download: SwpBike.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 love2 points -
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View File Speeder New textures for speeder. To Install 1. Download: Speeder.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 Submitter Dark Hope Submitted 03/14/2026 Category Mods K1R Compatible Yes1 point
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1. PLC_JnkSpdr2.tga is a different model. I'll be reworking it in the future. 2. PLC_spdrA01.tga has the default alpha channel. 3. The choice of "envmaptexture CM_Endar" is random, but I'm happy with the result.1 point
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These seem a bit too dark when compared to the original textures. I love the detail work, but I'm not a fan of the color changes of speeders A01 and A02.1 point
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Hello everyone, I’m currently making a mod to replace armor for kotor1 and I have a few questions: 1. how reflections work in the game and on armor in particular, how to achieve this effect 2. it is possible to add something like displaying what is being worn (belt, shield, weapon, it doesn’t matter) and, if possible, dynamically changing it 3. Is it possible to determine what texture each specific armor will use? 4. how does the physics simulation for armor work and does it work at all? thank you for your time1 point
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View File AxC's Recover Nemo's Body In the game, the Council acknowledges they sent a Jedi to investigate the ruins, but he has not returned. They do nothing about it, never mention him again, and simply send you instead and call it a day. Consequently, we can do nothing either, except rob the corpse of his belongings and leave him in his tomb. This small immersion mod allows you to recover the body of Nemo from the Dantooine ruins. Or not. The choice is yours. Bring him not to the apathetic Council, but to Deesra, who trains under Master Dorak to one day become Chronicler of the Jedi Order. He will properly document Nemo's fate and attend to his burial. A short quest begins once you search Nemo's remains and decide to take his body back to the Enclave. You may also choose to deliberately leave him there, as the Council always intended, and the quest will auto-complete, affirming your decision. Upon completion, you receive a purple crystal that once belonged to Nemo himself. In my opinion, a fitting way to obtain this signature crystal before leaving Dantooine for the first time. Note: Due to how the game works, it's best to install this mod before entering the Dantooine Ruins for the first time. Otherwise, the dialogue after interacting with the corpse may not trigger naturally. As a failsafe, I've added an additional dialogue option with the Ancient Droid. After finishing your business in the ruins, ask him questions and a new line will appear: "Did you kill the Jedi over there?". This allows you to investigate the body the same way as after searching him. Bugs: Nothing major, but if installed on an existing save and using the failsafe route, the body may only disappear after you revisit the location. Installation: Use the HoloPatcher installer included in the archive. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset and HoloPatcher Submitter AxConsortium Submitted 03/10/2026 Category Mods K1R Compatible Yes1 point
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twilek.rar https://deadlystream.com/files/file/1818-better-twilek-male-heads-for-k1ep-modders-resource/1 point
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I too have been a fan of your work and I was excited to see your work done on the area textures come to fruition. It's a shame to see you go when the work you've released and were working on was such high quality. On the topic of SH's suggestion, if not a modder's resource compilation of unfinished work for others to finish could there be any other place for modders here to contact you in the event any of us would ask you for your permission to use the assets you have already uploaded?1 point
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Hey everyone! I'm ShaolinGhost, a second-year Game Design student at AAU finishing my bachelor's degree and moving onto my Masters this year. I'm working on both of these tools as part of my thesis project, and I'm super excited to share what I've been building. Why I'm Making This KotOR isn't just my favorite game. It literally shaped how I see video games and the world. I played it when I was a kid, and it's stuck with me ever since. That's the whole reason I want to do this: give modders and game devs a toolkit that actually feels like real game development software. Right now, modding KotOR is awesome, but the tools are spread all over the place. You bounce between different programs, learn different interfaces, and it's honestly kind of a pain. I want to fix that. My goal is to bring KotOR modding and the game itself to Unity with a professional-grade modding kit. Two tools that work together perfectly: GhostRigger-K1-K2 — Your all-in-one 3D model editor (import/export, rigging, texturing, the whole pipeline) GhostScripter-K1-K2 — Your IDE for writing quests, dialogues, scripts, and managing everything else Both tools are built to feel like actual game development software based purely off of my experience using things like RizomUV, Zbrush, Maya, Topogun, Acurig, UnrealEngine etc. clean dark theme, intuitive layouts, everything in one place. What GhostRigger Can Do Browse and load any KotOR model directly from your game files Real-time 3D viewport with orbit, pan, zoom, and wireframe view Import your own models from OBJ or FBX (sculpt in ZBrush/Maya, bring it in) Auto-rigging to KotOR skeleton templates Manual Rigging in the tool supported Export back to KotOR format, compile, and test in seconds Handle all your textures (TGA → TPC conversion, UV viewing, the works) Basically: Sculpt your stuff outside, import it clean, and let GhostRigger handle the KotOR technical stuff. What GhostScripter Can Do Script Editor — Write NWScript with full syntax highlighting, auto-complete, and a built-in function reference Dialogue Editor — Build dialogue trees visually with a node-based graph (way easier than text editors) Quest Builder — Templates that scaffold out quests automatically with the right variable names and structure 2DA Manager — Edit spreadsheets like globalcat.2da without pain One-Click Export — Push your mod straight to the override folder or package it as an ERF It all connects together. You can even rig models in GhostRigger, and GhostScripter will automatically pull them in. What I'm Looking For I want to make sure these tools actually solve real problems for modders. So I'm opening this up for feedback: For GhostRigger: What features would make rigging faster for you? Are there things you wish you could do that other tools make hard? What about the workflow? Does the architecture I stated so far feel natural? For GhostScripter: Should I add a visual quest state editor, or is the current form good? Would a script dependency checker (find broken references) be useful? What about integrating a decompiler so you can edit existing mods? Any other QoL features you'd want in an IDE? Drop your thoughts in the replies! I'm building this for the community, and I want to make sure it's something you'll actually use. Timeline & Release Right now, both tools are functional and I'm actively testing them. Once I've verified that all the core features work smoothly and reliably, I'll release them for public use and testing. I want to make sure they're stable and solid before I put them in your hands. I'll keep you posted on progress, and when they're ready, you'll be the first to know!1 point
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10,786 downloads
This mod will change the appearance of the armour for Bendak Starkiller. It will now be a unique yellow with custom emblems. The theme of the logos is that of an exploding star (hence the ring name "Starkiller"). His armour is in excellent condition (no battle damage), due to his earnings and the life of ease of a retired celebrity. The player will also have the option of obtaining the armour from Ajuur the Hutt, through dialog after the death match. The golden armour is based on a collaboration of work between myself and LordRevan999 (at LucasForums). I drew all the logos, and sent them to LR999 to add to his golden armour, but since then, his mod has gone unfinished. I have tried to re-create the colour scheme he came up with, even though I've never actually had a copy of his texture file. As a result, everything in this package is my own work, but heavily inspired by our collaboration. Since the overall look of the armour is so well done, I think that this should be shared with the Kotor modding community. I have held off releasing this mod for several years, in hopes that LordRevan999 would one day finish his mod. Since that doesn't look like it will happen, please enjoy this version, with thanks to LR999 for the inspiration. As a bonus, I've included a skin and icon that are based on the image of Bendak shown in the Knights of the Old Republic Campaign Guide.1 point -
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Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia. Now, in the Big 2026, I am here with an update to the mod's ongoing development. Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well. ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play. In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one. The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator. I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers. It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work. Here is the link to the Discord Server, please let me know if the link is not working for you.0 points