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Showing content with the highest reputation since 09/09/2025 in all areas

  1. 5 points
  2. 4 points

    Version 1.0.0

    18 downloads

    Replaces screen textures. Animated screen. Warns about quarantine. And it advertises interesting events on the planet. Installation Just drag and drop the files into the Override folder. replace the files. I hope you enjoy it.
  3. 3 points
    An, 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.
  4. 3 points
    i fixed both so now there's crashed spaceships instead of the buildings.
  5. 3 points
  6. 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
  7. 3 points
  8. 2 points
  9. 2 points
    Edit 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!
  10. 2 points
    around 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.
  11. 2 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
  12. 1 point

    Version 2.0

    598 downloads

    Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode!
  13. 1 point
    Absolutely. I have zero insight into which textures might be entirely unused. It probably would be possible to make a .py script which cross references meshes/textures, but meh.
  14. 1 point

    Version 1.0.0

    39 downloads

    This mod will replace and update texture files. To Install 1. Download: Bith HD.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
  15. 1 point
    So 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
  16. 1 point
    Removed the .tpc version since it had many graphical issues. new version is tga!
  17. 1 point
    Presumably alpha channel masks for envmaps, like Sith troopers or Mandos, for example. Or the Hawk, both exterior and interior, amongst many others.
  18. 1 point
  19. 1 point
    Apologies for this bump of my own thread, but I wanted to add some additional info/context without an edit. This reply is with the intent to possibly save someone from attempting the same goal as myself without making my own mistakes. Additional steps attempted since my original post: 1. Editing MDL Files: I started with the notion that MDL polygon/vertices/face count was probably destroying the framerate. I had assumed this might be the case, since the modified particles didn't seem to hit the framerate at all after I lowered the birthrate and FPS values of ALL GLOBAL placeable, FX, and V_ MDL files. In my original post, I mentioned facing the bridge with the player camera causing the framerate to plummet, but I needed to test this assumption. After stripping out all of the polygons/faces/vert and walking on basically a black screen, the FPS didn't improve in any noticeable way . I went as far as to remove door animations and particles on the broken door, astro droid (c_drdastro) that is instanced multiple times in the module. I lowered the sith soldier, republic soldier, bandon, and jedi mdl files for polygon count reduction, but even then, there was truly no change to framerate compared to the particle changes I had made. Lightsaber appearance and disappearance had zero impact on FPS when the player sees "one of the jedi accompanying Bastila" cutscene. In short... I WAS WRONG! The removal of vertices/faces/triangles in meshes don't seem to have nearly the same impact on old hardware as I had originally imagined. 2. Editing the appearance.2da: I considered that the sith armor and other reflection calculations could be the culprit of slowdowns on old pcs. I ended up changing the sith soldier, and anything else existing in the appearance.2a envmap from CM_BareMetal to the DEFAULT value. While I did not see any difference on my modern PC of their reflective properties, the older test system reflected, pun intended, no changes in framerate. This is particularly odd, since the GMA renders these characters without any shiny quality at all on the vanilla install. Probably because old hardware just can't output the request. 3. Removing UV Maps of the Module: I wasn't sure what to do next. My next attempt was to strip out all light maps/UV maps from for all of the M01aa_XX files. I took ALL the edited Endar Spire Command Module MDL, which had their particles, animations, and aurora lights removed, into Blender using the KotorBlender add-on. Removing the Lightmap value followed by using changing the Self illumination hex value of 505050, and exported them for the override. I started with M01aa_01a and changed the rest of them in an attempt to see if this would actually give any performance increase. This didn't seem to increase the framerate at all. On the plus side, the game actually looked slightly darker and lights from blasters seemed more influential on the game world (due to the difference in light). 4. Blundering With Scripts: I considered the scripts of spawned characters were animating character models too soon out of view of the camera. In this case, I removed k_pend_bridge01 from the "OnSpawn" value for all the sith + republic soldiers, bandon, and jedi in the module. While this had some funny affects, like the soldiers not fighting on the bridge until you actually engage combat, the end result gave no framerate gains. 5. LYT changes: I was speed reading google searches of the LYT file and its function. All my attempts to change this file ended up with loading a save crashing or failing to start. My limited understanding of this, is that it's probably best to leave this unchanged, since I'm not attempting to make a custom module/map file for the game. Changing these values is no arbitrary task. After all this experimentation, I'm starting to believe there's a bug in the game's code that is causing unnecessary slow downs in all modules in regards to opengl calls. At the moment, I've been attempting to get a program like apitrace to work with KOTOR to do further digging, but I have zero experience in this field. I'm not a programmer, 3d modeler, or developer, just a guy who's playing around with modding for fun. Hopefully my explanation of this attempt might inspire someone with more knowledge to solve this puzzle or point me in the right direction. Help me deadlystream modders, you're my only hope.
  20. 1 point
    Hello 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! 🙂
  21. 1 point

    Version 1.0.0

    21 downloads

    This small modification was created as part of Snigaroo's Mod Build request at Deadlystream. It simply refill the First Aid container in the duelling room on Taris Cantina with a new medikit (unless one such is already available) after winning one of the duels. Enjoy!
  22. 1 point
  23. 1 point
    Sith Holocron's TJM Textural Reinterpretation is necessary, if not highly recommended, for playing Trex's The Jedi Masters mod. With The Jedi Masters, it re-used environments from vanilla TSL, only modifying textures or adding in different models from modules to make the areas feel different. A specific example would be Etti IV, which reused Nar Shaddaa modules. The modules were retextured, having that yellow and orange accent with the gears (so many gears...). Sith Holocron reinterprets those textures in a way that looks different and unique from TSL Nar Shardaa while not being overly chaotic or off looking, which Etti IV definitely was. The 2 major changes I'd say, were on the sith ship and Etti IV, although the screenshots posted do very well at showing off the many changes Sith Holocron did. Even the more minor changes, like on your ship (The "Eagle") add to the environment that improves it, making it feel more unique and overall more cohesive. Not to mention, the texture interpretation upscales a lot of the environment textures. I personally really like the changes done to the Sith Ship. I never really disliked the retexture in base TJM for that Ravager module, but Sith Holocron made such a major improvement. The original TJM textures were very repetitive and had so many symbols/runes. The marbles and stones Sith Holocron has done feel more fancy in a way that I'd say changes how the brain processes and feels about the ship. Rather than a tomb or a stone monument, you're in a space ship crafted to be the syths(?) main headquarters. Originally, the marble texture didn't have an alpha layer or a .txi, which I found to make it feel flatter and not like marble at all, which normally has a shine to it. I recommended the shine in a .txi/alpha layer and I think it made it feel much better. While I'm sure people will love Sith Holocron's Texture Reinterpretation, I would recommend you commenting/putting in a review what you want to criticize and feel could be improved. While I'm sure I particularly feel like the Retexture is completed and doesn't need much more work. I can't say how Sith Holocron particular feels, but I know he'd like to receive feedback if people could provide some. Additionally, other people might catch something other people haven't or SH didn't find or I didn't see in my beta testing, which I am sure would help Sith Holocron.
  24. 1 point
    Hi there. I managed to pull off Vogga's Vault, myself. I believe that the combination is 3/1/3. Or at least, it is in the 1.0 version.
  25. 1 point
    Hello! 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!
  26. 1 point
  27. 1 point

    Version 2.4

    247 downloads

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory
  28. 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
  29. 1 point
  30. 1 point
  31. 1 point
    The installer doesn't work well with Linux(20.1 Mint), and installs the files in a ghost folder. So it doesn't recognize my kotor(steam) destination. Why can't I choose the location to install like the previous versions?? Great mod though. PD: Sorry bad english
  32. 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.
  33. 0 points
    It is not compatible. This mod was made in 2017, just over 8 years ago. I didn't know everything about the TSLPatcher as I do now, therefore the proper steps to make these files compatible with other mods weren't followed. I shall try to update this mod when I get the chance so that it's up to modern standards, if I fail to do so feel free to remind as I probably forgot.
  34. 0 points
    yeah i know i have made remasters before this one, my morrowind remaster likely had 20 updates and it still has a few issues, its a lot of work indeed.
  35. 0 points
    i'll have the first version up on Nexus Mods tomorrow evening i suspect. Wasn't expecting converting to tpc to be so slow, i'm on a recent CPU and it has taken me the whole day to convert, so far, 800 tga files to tpc, so it'll likely take me 2 days to convert all 2000. I've converted mods to other formats like .tex and whatnot before, usually this is done in 3 minutes for 2000-2500 'ish textures.
  36. 0 points
    Glad you can find this mod useful then thank you. I don't see why it couldn't be used with that. Just make sure the community patch is installed first then this mod. If it replaces any 2das in the Override, let me know. But I think you should be fine even if it did.
  37. 0 points
    Damn - talk about instant customer support - I´m learning mando from a little girl as i am writing this comment Keep up the good work!