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Hello there! It's been a long while since i've been there, since i've been mostly active on discord. I felt like i could share some WIP here, just to show that the project is still alive New ranged weapons sounds and visual effects Vulkar recruitment Manaan fast travel Workbench and lab station crafting system Undercity Floating mine for K1 That's pretty much it from the videos i did. I'm still in silent mode for now, but i'll have a lot more to showcase hopefully in the future. I'm currently working on the apartments content, the undercity and the vulkar base. Further areas are sewers and black market. We're slowly getting there3 points
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I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip3 points
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Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.2 points
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The wrecked ones should be OK as-is, they look like they already have a similar detail level as the Manaan/Nar Shaddaa freighters. To clarify, for Taris I just borrowed the higher-quality freighter model from Manaan as noted by Dark Hope in this thread:2 points
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FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.2 points
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On a different note: There is a bug with Carth's unique blaster textures. Whenever I have that option installed, everytime I open the equipment menu, Carth's Blaster icon only appears as a white square. I wasn't sure originally, wether this is due to a mod conflict or not but apparently a different user has already reported the same issue back in 2024, so it seems to be an older bug with this mod1 point
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Huh. I will have to investigate this. Do you remember the exact moment the crash happened? I know I restored some Bastila lines during the cutscene but I do recall there were very specific crashes happening because of the K1CP mod due to its fixes of the Star Map model being incompatible with Mac or Linux or something like that. I have been in deep thought in regards to many of the restored appearances in this mod, and as such I do believe this might be a possibility going forward.1 point
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Sure, I'll work on that next after I finish the Taris Freighter lightmaps.1 point
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Version 1.0.0
11 downloads
Auto-Pazaak mod for KotOR 1 by HDR1 Pazaak in KotOR 1 is a frustrating exercise for a few reasons. However, the biggest problem with Pazaak is the sheer amount you have to play if you want all possible credits from playing cards. By my calculations - not including infinite Pazaak players - you can earn 17050 credits in the Xbox version and 15950 credits on PC along with some cards and a Vibration Cell, plus a discount in Suvam Tan's shop on Yavin. Sounds good overall - except you have to win a total of 64 matches in Pazaak to get all this. This is ridiculous, especially compared to KotOR 2, where there's only 15 or so matches to win. Even with save-scumming, it's enough to drive a person mad. This mod is intended for completionist players like myself, who are crazy enough to play 64 matches of Pazaak every time they replay KotOR while hating every second of it. The mod allows you to simulate playing Pazaak, instead of actually playing Pazaak. However, my intention was not to make a cheat mod but to make a quality of life mod, so this is only for NPCs that have limited rewards. As such, Gelrood on Taris and Toll Apkar on Korriban are not affected, and while Kudos can be played indefinitely, you will not be able to skip his Pazaak matches after you've gotten the Vibration Cell from him - if you want to grind infinite Pazaak matches with him, you have to do it manually. List of the NPCs this mod affects and their rewards: Taris: Niklos - 200 credits Dantooine: Sol'aa - 600 credits + Pazaak cards Tatooine: Kudos - 2300 credits + Vibration Cell (see notes) Tatooine: Furko Nellis - 750 credits Kashyyyk: Fodo Medo - 1700 credits + Pazaak cards Manaan: Jolan Aphett - 2000 credits + Pazaak cards Manaan: Gonto Yas - 2000 credits Yavin: Suvam Tan - 7500 credits + store discount Installation: copy the files to your Override folder. Compatibility: the mod should be compatible with any mod that doesn't alter the included .dlg and .ncs files. I don't think there are many mods that do anything with the Pazaak players, so it should be mostly fine. I think some mods may make alterations to Suvam Tan's dialogue, if you have a mod like that, don't install yav47_suvam.dlg or simpaz_suv.ncs. Usage: After installing the mod, when you talk to a Pazaak-playing NPC, you will come across an option to [Simulate Pazaak.] - as long as you have a Pazaak deck. When you choose this option, you will gain all the credits you would normally be able to win from the NPC. Afterwards, you need to talk to the NPC again to get their final Pazaak dialogue and potential extra rewards. For example, after you use Simulate on Sol'aa, you should talk to him again and he will give you the extra cards you get for beating him. Same with every other character who gives you a special reward for beating them enough times. I deliberately made the simulation scripts this way, to avoid potentially breaking dialogue trees and to make sure you couldn't simulate Pazaak multiple times. Notes: In the vanilla PC version, Kudos on Tatooine bets only 50 credits in his final two matches, while on Xbox he bets 600. The K1 community patch tried fixing this, but for some reason it sets his wager to 500 instead of 600. All sources I could find mention 600 credits, so I included a fix for this as well, and Kudos now bets 600 credits as he does on Xbox. The total reward you get for simming is thus 2300 credits, and he also bets 600 credits if you decide to play him manually afterwards. Warnings: It's worth saving before you talk to a Pazaak player, just in case something is broken. ALWAYS talk to the Pazaak players after you beat them. This way you will get their closing dialogue properly which triggers scripts and prevents any potential bugs. I don't know what problems may happen by not talking to them, so just talk to them to be safe. If you play a real game of Pazaak with an opponent, you will NOT be able to sim afterwards. This is to ensure you can't get more credits than intended. Avoid playing for real if you want to simulate. I tried to make sure that you can't lose the option to simulate Pazaak while exploring the dialogue trees, but I may have overlooked something. If you want to be 100% sure, choose the simulate option immediately when it pops up. Be careful with Suvam Tan on Yavin. Due to the way his dialogue is structured, I went with the safe route and made it so you can only sim him when you first ask if he plays Pazaak. If you want to play him, you have to choose that option when it pops up, otherwise, you'll have to play him manually. Bugs: I could not make Suvam's dialog function properly like the rest. After you beat him, he will not mention giving you a discount, instead, he just says it was a good match. However, if you check his shop, you will see that you do in fact have the discount. He will also no longer play for money. So Suvam works properly, his dialogue is just bugged. I couldn't figure out how to fix it, so I don't intend to fix this anytime soon. However I included the source script for him, in case anyone wants to take a shot at it. Not a bug, but obviously if you simulate Pazaak, you will not get to see the progressing dialogue as you will skip ahead to the end. As such, some unique dialogue will not be available with the Pazaak players. This is mainly just them increasingly praising you or complaining about losing. Some of it is a bit funny, but none of it is relevant.1 point -
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@HDR1 Yes, I have been informed of the KotOR Patch Manager feature that provides a potential replacement for the PartySwap item. The PartySwap item is not used for anything other than adding Handmaiden to the party, so in theory removing it with KSE should not cause issues, at least game-breaking ones.1 point
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Version 1.2
32 downloads
Increases dialogue and menu description font size in KOTOR 2 for better readability on modern displays. The main file is x1.3, a 30% text size increase, recommended for most setups. Optional versions are included for 20%, 25%, 40%, and 50%. This mod also includes upscaled font texture to help the larger text look clearer, otherwise they look very blurry at bigger sizes. Main features Larger dialogue text Larger menu description text Upscaled font texture Multiple size options Extra note Some NPC subtitles can go slightly off screen, but it is very minor. The player dialogue menu does not seem to be affected from my testing. Screenshots were taken at 1920x1080 with the widescreen UI fix installed. Please let me know if you run into any bugs. Installation Choose your preferred version. Copy the Override folder into your main Knights of the Old Republic 2 directory. Replace files if prompted. Changelog Added optional 20%, 25%, 40%, and 50% versions. Main file is still x1.3, 30%.1 point -
If you're working on a lightsaber hilt mod or any texture using a bump map, you may be interested in my recently published fixes on KOTOR Patch Manager that restore both in the Aspyr versions of the game.1 point
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Version 1.2
2,556 downloads
This mod will change Bastila's head to look more like the game cover art. Fully weighted for talking and facial expressions, along with hair movement. Screenshots taken without the retexture included. Also includes a small fix for Bastila's standard clothes texture. VERSIONS: Original version: Darth_Tempust-Improved_Bastila_Head.zip Improved version: Darth_Tempust_Improved_Bastila_Head_Edited.7z Alternate version with Bastila's custom animations (and the improvements of the previous version): Darth_Tempust_Improved_Bastila_Head_Edited_with_Anims.7z More information in the changelog below. INSTALLATION: Extract the files from the 7z file and place them in the Override folder. Head model: p_bastilah.mdl and p_bastilah.mdx Retexture: P_BastilaH04.tpc If you do not want the standard clothes texture fix, do not place P_BastilaBB01.tpc in your Override folder. ORIGINAL RELEASE DATE: 02/03/13 Originally shared on LucasForums (Holowan Laboratories) as a WIP. Re-uploaded as abandonware. As of 2026, the author—current username Tempust85—has granted permission for its publication. The latest versions contain improvements by DarthParametric. CREDITS: Developers of STAR WARS: Knights of the Old Republic. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Also if you obtained permission you have to include a copy of the readme in the file. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 -
Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.1 point
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so far, so good. Still a lot of work to do, but yeah, i play with partyswap.1 point
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Version 1.0.0
4 downloads
This is a lightweight utility specifically designed for macOS users to handle, view, and translate .tlk files in Star Wars: Knights of the Old Republic. Many existing tools are Windows-only or rely on Wine/emulation. This tool aims to provide a native or more accessible way to manage game strings directly on Mac, making it easier for localizers to bring new languages to the platform or port existing translations. Features: Native support for .tlk files. Designed with macOS compatibility in mind. Open Source and open for contributions. Installation & Usage: You can find detailed instructions and the source code on the GitHub repository: https://github.com/Aperezvigoa/KotOR-Mac-TLK-Translator Credits: Developed by aalbizu. Special thanks to the community for keeping this game alive!1 point -
Version 1.0.0
19 downloads
Upscaled Gamepad Menu improves the gamepad menu and controller icons in Knights of the Old Republic II by upscaling the original blurry low resolution textures to cleaner HD versions. The textures were upscaled 4x using Topaz Gigapixel. AI Upscaled Icon overhaul does not cover these gamepad specific icons. Installation instructions Extract the zip file place the override folder into your KOTOR 2 Main directory (Replace if prompted) Main features Upscaled gamepad menu textures Upscaled controller icons 4x HD upscale using Topaz Gigapixel Requirements and compatibility Knights of the old republic 2 Compatible with The Sith Lords Restored Content Mod Credits Obsidian Entertainment1 point -
Sorry I've been slow to update this thread. A lot of the discussion has moved to Discord for better or for worse. But I'll try to put major updates here when I can. @DarthOuroboros Regarding a Lua machine, I had considered this option previously when I was planning out the script extender, but discarded it as the scripting community is already very well established, and asking people to adopt a new scripting paradigm might be a hard sell. However, that's not to say there'll never be a Lua machine implemented as you describe. There's room in the patching project for all sorts of ideas and features (provided someone is willing to create them). It just isn't currently on my or anyone elses docket to look into that.1 point
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My bad, her direct input was my thought but you're right, I can leave that up to the modder I'm reporting to. Yes, they're the same install. Odd. I don't think I have NPC Overhaul mod in this install, if my memory serves me right Sasha was never an outcast child in my previous playthroughs that used to have NPC Overhaul. I have no idea about the armor though. Might be worth a test maybe?1 point
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Now that you've restored Shuma the Hutt to Dantooine, and are adding the cut Echani Mercenary on Mannan as part of the "K1 Alien Pack" mod, all that's left on my list of things that I wanted are the Outcast Children in the Taris Undercity, Sharina Fizark on Dantooine, and getting Sith Armor for both yourself and Carth on Taris(like in K1R where you have to get invited to the party and deal with the Sith looking for the missing uniforms). Great progress, keep it up!1 point
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[TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts Steam KotOR Tool Issues KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. The first two blender tutorials here are a little outdated, there is a new version of KotORBlender for example which can import MDL files without the need for them to be converted to ASCII. I advise having a folder with all of the games model files ( mdl/mdx/wok/dwk/pwk ) and related files ( .lyt/.vis ) as well as textures ( swpc_tex_tpa/swpc_tex_gui ) And even all of the .gui files, this way you can use that folder to instantly import an entire level as well as properly display .gui files in the KotOR GUI Editor. Blender Tutorial 00 - Getting Blender Setup ( OUTDATED ) Blender Tutorial 01 - Asset Editing ( OUTDATED ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Blender Tutorial 04 - Level Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.1 point
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22,414 downloads
Original Review on Filefront: Star Wars if you look through all of the movies, games, fan media, ect. always had one thing in common, masks, and not your normal run of the mill costume masks that you could by at your local convenient store. They have these great elaborate masks that give them special abilities or give them some extra bounus that they need to do what they are doing. The only thing that is bad about those masks is that they are UUUUUUUUUUGLY (excluding a few choice ones of course.) Now you ask "SithRevan what can we do about these ugly masks that make our characters look stupid?". Well my friends I have the solution. Actually Shem our Site Manager and all around cool guy has come up with the solution... I am just reviewing it. Anyway though I am proud to announce that the solution to making the ugly masks go away is to simply make them invisible and that is exactly what Shem did. What this mod does is makes all of the default masks in the game completely invisible so that you can get the bonuses with out having to make a fashion statement in the process. So I say awesome work Shem. I am glad to see you have a couple cool mods left in ya. Now to all of the other out there waiting to get you greedy little hands on this treasure... Enjoy. Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -SithRevan1 point -
Version 4.2
8,671 downloads
I've never liked the KotOR Mandalorians. I wished them to look like Jango and Boba Fett. I mean, I wished them to have Fett-style armors and helmets. So, I've tried to make such mod. It is not perfect, but I hope you'll like it. It will change the appearance of all Mandalorians in the game, including Mandalore (he transformed into Jango). Features: - Changed appearance of ALL Mandalorians in game. Now they use completely new armors and helmets, which are made in style of Jango and Boba Fett. - Mandalore transformed into Jango Fett. Available two versions of his armor - with jetpack and without it. You may use any, because now you can unequip his armor (and see Canderous). - Bralor transformed into Boba Fett. I've also made him more dangerous opponent in the Battle Circle (since you may use anything when you fight him he was too easy to beat. And they call him a champion?!) - Kelborn now have unique armor. - New Mandalorian armors for your PC and party members. At this point, they are available for male characters only. - Mandalore comes equipped with 2 Westar Blaster pistols and special Mandalorian flamethrower. For those of you who like Boba I also provided EE-3 Blaster rifle. All this items are quite powerfull, but IMO that will not break game's balance ('cause ranged weapons are NOT effective in TSL). Credits: - NeoMarz1 - for creating awesome Mandalorian model for Jedi Academy. I've used this model in this version of MOD. - Don Kain - I've used some texture parts (symbol on Kelborn's armor) from his JA mandalorian skinpack. - Creator of original textures for Westar blaster pistol (sorry, I don't know your name) - Orsan - I used&altered 2 textures he made for KotOR1 (Boba and Jango armors on the upgrade screen). - Lit Ridl - for allowing me to modify his flamethrower script. Permissions: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.1 point -
Make T3 An Actual Character I was actually thinking of doing something like this after my next K2 playthrough, to make sure it's (his?) character remains consistent. My full idea would include a potential retcon for T3, to help develop a backstory their character in a KotOR-like manor. In KotOR T3 is supposed to be a brand new droid, and this could easily be used to explain it's non-existent personality, since it hasn't developed a distinct personality yet. The retcon would change that somewhat. It is explicitly stated in the game that Davik commissioned T3 so this opens up some options. In my idea T3's memory core was a stolen Republic code breaking droids core that was partitioned, rather than memory-wiped, to preserve it's high level code breaking capabilities, while suppressing any undesirable memories or loyalties. Revan could use Computer Use to unlock new memories and abilities in much the same way as using Repair on HK. This would also be a good excuse to give T3 it's quirky personality rather than a fresh-off-the-production-line default. Like many characters T3's backstory would involve the Mandalorian Wars and tangentially Revan, to help create a connection between the two, rather than just "I own you, do what I say". Of course that would all be optional dialogue. Just giving T3 some more dialogue and interactions independent of that would also be part of the mod, assuming I can wrap my head around the scripting necessary. Since the level-up unlocking of dialogue is used for the other characters I think I could basically just copy-paste simple scripts like that, and adding T3 interjections to dialogue based on whether they are in the party or not is mostly just finding the right dialogues in the first place. Inter-party dialogue is a different matter, as it would largely necessitate unused or forgettable dialogue from the other party members to avoid repetition. But there isn't a lot of this in the first place, and if I remember correctly I think it only takes place on Taris. Although it was years ago, I have worked on building dialogue trees before, so I am sure I can do that. If you have any specific requests or concerns let me know, and I'll keep them in mind while working on this.1 point
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Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.1 point
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6,008 downloads
TSL version only! Original Review on Filefront: The ear is impressively good at distinguishing the most minute of differences between sounds, however without a context or direct comparison it can do an amazingly poor job at just that. This is why judging a sound mod just from listening to the sounds won't give you a clear picture of how good (or bad) the mod really is. From listening to the sound files from this mod out of game, they didn't sound all that impressive. However from experience I know these findings are generally inaccurate. Testing this mod in-game proved just that. Just from the saber ignite sounds I knew this was going to be a very popular sound mod. Try it out and you'll see what I mean. Shem has taken some of the sound effects from the recent (as well as older) films and put them into KotOR and KotOR2. This not only adds a wider variety of sound variation, since the styles between the two trilogies are actually quite distinct, but it also simply improves the sounds, making them all the more impressive. Of course not only the saber ignition sounds have been changed. All the saber sounds, basically, have been enhanced, as well as several of the blaster sounds, using familiar sounds such as those from Han Solo's DL-44 pistol. Several Force sounds have also been changed, and luckily changing the Force saber throw sound to something that actually sounds like a saber has been a key change! This is definitely a mod to look into if you're either disappointed with KotOR or KotOR2's original sounds, or if you just enjoy hearing new sound variations added to the game. I'd certainly recommend it. Note: If I didn't make it clear in the review, this mod is compatible with both KotOR1 and KotOR2, so you can use it with either. Simply make sure to read the read-me before installing. ~Inyri1 point -
Version 0.12.1
6,272 downloads
Restored Content for K1CP [DEMO] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.11.0 Demo Release Date: 04.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given five options. Main Mod- This is the installation which installs the RC-K1CP mod. Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game. Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins. Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation. Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder. Restored Unique Blaster- Restores unused textures for Carth's Blaster and the Baragwin Ion-X Weapon. These are an optional install as they are incompatible with the High Quality Blasters mod by Sithspecter. Restored Jedi Appearances- Restores many unused Jedi appearances and soundsets on both Dantooine and the Star Forge. This option is most likely incompatible with the NPC Diversity Pack, Jedi Diversity on the Star Forge, Diversified Jedi Captives on the Star Forge, or KotOR 1 Twi'lek Male NPC Diversity. Description: The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now! Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod. This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it. This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod. Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different). If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be! Restorations: Item Restoration: Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SithRevan (RIP): Beginning the restoration effort for K1! K1R Team: For developing the original K1R mod! Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP! SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely! A Future Pilot: For kickstarting the K1 Community Patch mod, for making the Sith Soldier Texture Restoration mod and for allowing modders to use it freely! Sekan and Seamhainn: For including the source scripts in their Garrum and Tar'eelok Restoration mod which allowed me to recreate the restoration of those characters in this mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric, th3w1zard1 and Salk: For valuable feedback! Sith Holocron: For the mod logo! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.0 points -
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Just finished the game for the first time with this mod, and... wow. This is... so much better than the vanilla/TSLRCM ending, holy crap. It patches so many of the holes (well, kinda, I mean there's an attempt to explain T3 and the Hawk surviving the fall into the chasm), the choice of whether to destroy Malachor V being present regardless of the 'side' you end up on is cool, and I liked the extra dialogue with T3 and Brianna in the hold, as well as seeing everybody (well, again, mostly) alive and well in the Hawk to confirm that your efforts saving them weren't in vain. And then, of course, moving Atton's send-off dialogue to the cockpit (where he always is), and having it be the last thing before the credits roll was great. Like, idk, I could so clearly imagine my Exile rolling her eyes and plopping down into the co-pilot's seat. Phenomenal work! I wasn't sure how well it was going to integrate, but it would feel very hollow to play the ending again without this mod, which puts it up there with TSLRCM for me.0 points
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Version 3.2
1,916 downloads
Introducing: Sleheyron Story Mode... 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. 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 mod 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. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it. First Sleheyron first main two folders, then the K1CP, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron). There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last. 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: Of all the people I need to thank, there are two above all others: 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! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! 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. 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 Th3W1zard1 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! And also Wizard for a pretty fun voice, too. 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 (she was also an excellent audio assistant and helped design the load screens). 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! ... Updates for 3.1! NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever? INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career! An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District. BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made! NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you. NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too! NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures! And probably more that I am forgetting! And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out!0 points -
Version 1.0.0
14 downloads
[K1] Luke Skywalker - PC Replacement Soundset AUTHOR: skymaster ORIGINAL RELEASE: MAY 8 2026 GAMES: Star Wars Knights of the Old Republic. [This mod will need additional work in order to use in Star Wars Knights of the Old Republic II. See Description for more details.] Description: If you are a fan of Knights of the Old Republic, there is a pretty big chance that you are a fan of Star Wars. This is a mod that incorporates dialogue and sound effects (from the films themselves) from the protagonist of the original trilogy, Luke Skywalker, into the game and replaces those of the default main character. In addition to this, there is an SSF file to optionally add in Battle Cries for the main character. NOTE: Certain lines are prioritized over others (or some only play that particular sound). If you like one of the other sounds instead, rename them to one of the italicized names (example: p_plyermw_block2 is the default for security; if you liked “What’s in there?” or p_plyermw_block1 more, you can rename it p_plyermw_block2). This mod is only for the first Knights of the Old Republic. Knights of the Old Republic II, although the voice files for the male and female PC exist within the game files, they are turned off in the settings and need extra work in order to function. If you wish to use this mod in Knights of the Old Republic II, you must install JC's Player Soundset Restoration for K2 in K2 before this mod. Be warned: this mod is strictly designed for K1 and not for K2, any issues that happen are beyond the scope of this mod. List of lines included with this mod: File name Male Battle Cries: Player is making a statement during battle. P_plyermw_bat1 You'll find I'm full of surprises. P_plyermw_bat12 Watch that crossfire, boys! P_plyermw_bat2 I can be a Jedi! P_plyermw_bat4 I’ll never join you! P_plyermw_bat7 Never! P_plyermw_bat9 Just hang on! Lock Picking: Player is attempting to open a lock. p_plyermw_block1 What's in there? p_plyermw_block2 All right, I'll give it a try. p_plyermw_block3 I won't fail you. Critical hit is made. p_plyermw_crit1 You'll find I'm full of surprises. p_plyermw_crit2 This is your last chance. p_plyermw_crit3 This is your last chance. Player has died. p_plyermw_dead1 [Luke’s scream when he loses his hand] p_plyermw_dead2 [Luke’s cry when hit by lighting] p_plyermw_dead3 [Luke’s scream when blasted by lightning] Mines: Disarming mines. p_plyermw_dmin1 Come on, let's go have a look. p_plyermw_dmin2 Go now. p_plyermw_dmin3 I know what you mean. Lock Picking: Failed attempt at picking a lock. p_plyermw_flock1 I can't. p_plyermw_flock2 Hey, you could have broken this. p_plyermw_flock3 Don't do that. Mines: Setting a Mine. p_plyermw_lmin1 Ready for some power? p_plyermw_lmin2 Ready for some power? p_plyermw_lmin3 Ready for some power? Player has been healed. p_plyermw_med1 Please! p_plyermw_med2 [groan] Player has been poisoned. p_plyermw_pois1 I feel cold. p_plyermw_pois2 I can't. p_plyermw_pois3 Maybe I'm just going crazy. The party is coming back together. p_plyermw_rprty1 I've got to go to them. p_plyermw_rprty2 We're going, we're going. p_plyermw_rprty3 Just hang on. p_plyermw_rprty4 Well, come on! p_plyermw_rprty5 That's all right. The player character has been selected. p_plyermw_slct1 Well, come on! p_plyermw_slct2 That's all right. p_plyermw_slct3 Well, come on! p_plyermw_slct4 What's the matter? p_plyermw_slct5 You smell something? Lock Picking: successfully picked a lock. p_plyermw_slock1 Okay. p_plyermw_slock3 Coming in. The Main Character is in solo mode. p_plyermw_sprty1 I'll see you shortly. p_plyermw_sprty2 I'll have a look around. p_plyermw_sprty3 Right, I'll see you shortly. Player is in Stealth Mode. p_plyermw_stlh1 I'm not afraid. p_plyermw_stlh2 There's something not right here. p_plyermw_stlh3 That's why I have to go. Installation: There is one way to install this mod: 1) Go to the “Streamsounds” folder located within your KOTOR folder. Search for the files that start with “p_plyermw” and copy them into a separate folder, in case you wish to revert back to the old sounds (you can also select verify game files in Steam, though be warned this can effect other mods). 2) Extract the .wav files from the rar archive. Grab the files from the extracted folder and put them in the “Streamsounds” folder, replacing what was in there. OPTIONAL: 3) If you wish to have the added Battle Cries to your character (some people prefer their character to be less vocal), add the .ssf file to your “Override” folder. Uninstall: Remove the “p_plyermw” files from the Streamsounds folder (and the optional .ssf file in Override). Add in the original files that you saved earlier back in the Streamsounds folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I grant permission for anyone to use this audio as needed or wanted, provided that a credit be given.0 points -
To anyone who thinks they are a master of KOTOR combat... Are you willing to put that to the test?! I'm pleased to announce that my Sleheyron mod now features a special challenge: The Arena of the Glorious Jewel! Face off against infinite waves of randomly-generated enemies with some serious mechanics! Strategize each wave and build the best character you can to see how far you can make it! And to celebrate Star Wars Day, I have a special contest related to this mod: Do you think you have what it takes to be THE champion of KOTOR? Well now's your chance to prove it: Join up in a contest where you'll compete against other Knights of the Old Republic to see who can make it to the furthest wave of the arena! And whoever makes it furthest will win a Star Wars game Steam key from me! (Within reasonable price range, and maybe it doesn’t even have to be a Star Wars game)... If you're interested in partaking in the contest, click the Discord server link here: https://discord.gg/9vSBSh8a And, of course, the Sleheyron mod can be downloaded here: I hope to see you all in the arena!0 points
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Version 2.2.0
48 downloads
## Quick Setup 1. Download the Latest Archive version of **Mod Organizer 2 Beta 2.5.3** from the MO2 Discord and extract it somewhere with plenty of free space. 2. Download the **KOTORganizer plugin** and extract it into your MO2 folder. 3. Launch MO2 and complete the first-time setup: * Choose **KOTOR** or **KOTOR 2** as the game. * Choose **portable instance**. * Login to your nexus account, in the settings. 4. Open the **Sync** tab on the right side of MO2. 5. Click **Refresh** to pull the latest mod build instructions. 6. Click **Download All** and wait for the downloads to finish. * Some downloads will open in your browser and require you to click the download button manually. 7. Once all downloads are finished, click **Refresh** again to validate the files. * If any files are missing or mismatched, download them again. 8. When all files are validated, click **Sync** to install the mod list. * This may take some time. * The process is complete when the patcher window shows the final error and warning count. 9. Click **Run** to start the game. NOTE: The following are not included and will need to be patched/installed manually: - Widescreen Patches for KOTOR - 3C-FD Patcher for KOTOR2 - Upscaled Movies for KOTOR and KOTOR2 KOTORganizer MO2 Plugin KOTORganizer extends Mod Organizer 2 for both STAR WARS Knights of the Old Republic and STAR WARS Knights of the Old Republic II: The Sith Lords. Why Mod Organizer 2? Mod Organizer 2 already provides a stable foundation for mod management across many games. Extending it for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords gives KOTOR modding access to MO2’s biggest strength: the virtual file system. With MO2, the game sees modded files as if they are in the game directory, while the real game folder stays untouched. This keeps the base install closer to vanilla, makes mods easier to enable or disable, and gives better visibility into how files overlap or conflict. MO2 does have a learning curve, but for advanced KOTOR/KOTOR2 builds, the extra structure is worth it. Who Is This For? This plugin is mainly intended for larger KOTOR/KOTOR2 mod builds, repeatable installs, and users who want better insight into file conflicts. An auto downloader and installer is included to easily deply the Mod Builds from https://kotor.neocities.org/ If you only install a few simple loose-file mods, this may be more tool than you need. If you are building a large mod list with many TSLPatcher mods, texture overrides, and compatibility concerns, MO2 provides a much cleaner workflow. Installing Mod Organizer 2.5.3 Beta is required. The current unreleased beta builds include features that KOTOR support depends on. A beta build can be acquired from the Mod Organizer 2 Discord in the dev-build channel. Development has been more active recently, so an official release should be available soon. Once you download and extract MO2, download and extract KOTORganizer to the MO2 directory. Launch ModOrganizer.exe and you can verify the plugin is loaded by opening the Info tab on the right. The sync tab can download and install the mod builds from https://kotor.neocities.org/ Texture Management KOTOR uses several texture-related file types, including .tpc, .tga, .dds, and .txi. MO2 normally only detects exact filename conflicts, but KOTOR has additional texture priority rules that can cause problems even when the extensions differ. The texture management tab helps bridge that gap. It detects conflicts across supported texture formats and highlights them by severity. The highest-severity conflicts are cases that may cause hard crashes in-game. Lower-severity warnings include cases where a .tpc takes priority over a .tga or .dds unexpectedly. An Auto Fix button is included to resolve supported texture conflicts based on the current MO2 mod priority order. TSLPatcher Management Many KOTOR mods use TSLPatcher-style installers instead of simple loose-file installs. The patcher tab lists enabled mods that contain a tslpatchdata folder and can consolidate their patched output into a single MO2-managed mod. Double-clicking a patcher mod shows more detail, including: the changes.ini parsed human-readable install actions detected conflicting patch actions the latest install log A test tab is also available for simulating or testing a single mod install before running the full patcher process. When the patcher process is run, enabled patcher-style mods are processed in priority order and consolidated into a [PATCHER FILES] mod in MO2’s left panel. Automatic Mod Deployment The sync tab is designed to help download, validate, and install mod builds that follow the instructions from the KOTOR Mod Builds site. The Refresh button pulls the latest instruction set and checks for missing files. Download All starts downloading missing mods in sequence. Nexus Mods downloads require logging in with a Nexus account inside MO2. Deadly Stream mods can be downloaded automatically when supported. Mods from other sources open in an Edge browser window, where the user only needs to click the download button. The browser window closes automatically after the download completes. Downloads can still fail. Servers can be slow, unavailable, or inconsistent, and some files may need to be retried manually. Once all files are validated through Refresh, the Sync button becomes available. Sync extracts the downloaded files, runs the multi-patcher, and applies supported texture conflict fixes. When the patcher summary appears with the number of errors and warnings, the process is complete. Manual Mod Installing KOTOR mods are often packed inconsistently. The plugin includes a KOTOR-specific mod data checker that recognizes common archive layouts and can fix many of them automatically. This is especially useful for loose-file mods and patcher-style archives that would otherwise require manual cleanup before MO2 can install them correctly. Steam Workshop Warning If the game is installed through Steam and Workshop content is detected, the plugin warns the user. The intended workflow is MO2-managed content, not a mixed MO2 plus Steam Workshop setup. Mixing both can make conflicts harder to understand and can lead to unexpected file priority issues. Save Support The plugin integrates the game’s saves folder into MO2. Save entries can show timestamps, basic metadata, and screenshot previews. Profile-specific saves can also be enabled through MO2 settings. Limitations This plugin is meant to reduce repetitive setup work, improve conflict visibility, and make large KOTOR/KOTOR2 builds easier to manage. It does not remove the need to read mod instructions. Mods with unusual installers, custom compatibility patches, manual edit requirements, or unsupported archive layouts may still require manual review.0 points -
If a mod is added to this list, it MUST have a link to the place where it can be currently downloaded. If a mod is no longer able to be downloaded, it will not be on this list. In addition, the mods listed below individually work with TSLRCM but may not work with each other. Deadly Stream holds no responsibility for mod's interaction with each other. Keep in mind that some mods in the Compatibility List have extra requirements which are indicated next to the title. For mods hosted on Deadly Stream itself, check the YES/NO to TSRLCM compatibility, listed on each page. They will not appear on this list. To request other mods to be added on this list, contact the TSLRCM team via Private Message. Mods confirmed to work with the TSLRCM Movie-Style Retextures for Kotor and TSL by DarthJacen Ultimate Sound Mod by Shem (will give a blank force power with HK description though, bug with the mod itself!) Realistic Nar Shaddaa Skybox by Sharen Thrawn Coruscant Hiqh Resolution Textures by Exile007 Handmaiden Style Underwear for Female Exile by Shem Movie Style Jedi Master Robes by Darth_DeadMan Fixed Mandalorian Banners by J7 Coruscant Jedi Temple by DeathDisco (However, this mod is NOT compatible with M4-78 EP unless you also use the compatibility patch too.) Better Male Bodies by Trex Imperial Officers by Prime Full Force Mod by Team Hssiss Fixed Kreia's Fall Movie by Jinger Movement Animation Fix for KOTOR & TSL by ZimmMaster Darth Nihilus Animation Fix 2.0 by Khrizby Any Spell Mod by iLike_Speed Droid Enhancement by ElecManEXE Expanded Workbench Revised Revision 2.02 by Vanaheim (AKA Vanir) Realistic Visual Effects (for TSL) by Shem Remote Tells Influence by tk102 Insane Dustil by Princess Artemis TSL Visual Enhancement 2011 by Xarwarz High Level Force Powers by Stoffe (AKA RevanAnt) Bao-Dur's Charged Armor by ChAiNz 2da Peragus - the Republic Mining Station by Jamesolbyo52 Movie Mandalorians (4.2) by Darth_Deadman T.W.O - Heavy Repeater Pack by BryanWee20 Blaster Rifle Pack by BryanWee20 Heavy Blaster Pack by BryanWee20 Sith Assassins - with Lightsabers by Shem Invisible Headgear for TSL by Shem Invisible Reticles for K1 and K2 by Darth Enervus Skip Peragus Turret Game by Goldberry2000 Bao-Dur Wears Jedi Robes by Shem PFHA03 Red-head reskin by Fair Strides Mira Reskin by Fair Strides Dance Armband by Fair Strides Global Boolean Tracker by Fair Strides Warper Armband by Fair Strides Visas' Dancer Outfit and Dance by Fair Strides Onderon Museum Upgrade by Mono_Giganto The mods below this list will either not work with TSLRCM or require special attention to enable it to work with TSLRCM.0 points
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