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5 points
Version 1.0.0
5 downloads
This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors: Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits. Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with: giveitem d_c_kit 1 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
5 points
Version 1.0.0
16 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. 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 my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
2 points
Version 1.0.0
78 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 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. -
2 points
Version 1.0.0
21 downloads
The mod replaces the implant icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: implant.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. -
2 points
8 downloads
This mod adds unique appearances for each of the guards in the Sith Academy on Korriban. Each guard uses a modified version of the Sith Trooper model with the helmet removed and has a unique head ported from TSL. This mod will not work with saved games in which you have already entered the Sith Academy, as module data is stored within saves. You will need to use a save from before you enter the Sith Academy or a start a new game for the changes to apply. I’m aware that there was previously a similar modified Sith Trooper model which is no longer available, but this one improves on that by having a slightly nicer modification to the mesh itself and has the adjusted vertices re-weighted to prevent gaps appearing between the body and neck during certain animation. Installation Run the included installer and the mod will install itself. -
2 points
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2 points
Version 1.0.0
24 downloads
This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source. -
2 points
Version 1.0.0
56 downloads
The mod replaces the Belt icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: Belt.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. -
1 point
Version v0.7.1
553 downloads
Translate an entire mod or KOTOR install to 80 languages using Google Translate! This is a very powerful tool that can modify TLK strings and CExoLocStrings in GFFs in bulk quickly. Simply follow the prompts, point it to the GFF/TLK/Kotor directory/whatever and have it automatically translated to the language of your choice! This tool can also create those bitmap 'font packs' that users have been using to play the game in non-released languages (Many thanks to Drazgar and DarthParametric for providing the insight into the TXI files). This means the in game text will show the correct characters when playing the game. How to use: Simply run the executable. It'll ask you many things. There are 3 actions you can do with this: Set all dialog unskippable sets all dialog found in dlgs, at the chosen path, to unskippable. Includes every node. Not recommended lol Translate Will translate All CExoLocStrings (localized strings) and TLK entries at the path to the language(s) of your choice Create Fonts Will create fonts of the chosen languages to your current directory in a folder named after the language. Just drag and drop these files to your Override folder once it completes. If you point PATH1 to a KOTOR install, it will ONLY patch the Override folder, the Modules folder, the rims folder (if exists), and the dialog.tlk file. This was a design choice to improve how long the patcher takes to finish. This includes any subfolders within the aforementioned folder names. The patched files will be in the same directory as the original files with the appended language suffixed to the end of the file. For example, 'dialog_de.tlk'. You will need to rename them as their original filenames to activate them. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, etc) TGA/TXI (non-translateable obviously) Any capsule (ERF, MOD, etc) DBCS languages such as Japanese/Korean/Chinese are not currently supported. This program is in beta. Please report any bugs you encounter. Source code: https://github.com/NickHugi/PyKotor/tree/master/Tools/BatchPatcher Credit: @Cortisol for creating the PyKotor library @DarthParametric for extensive testing and feature recommendations. @Drazgar for providing a ton of knowledge in regard to the TXI/TGA font packs The project would not be possible without these awesome modders. K1-translated dialog files: dialog_es.tlkdialog_sq.tlk dialog_af.tlk dialog_ar.tlk dialog_ay.tlkdialog_cs.tlkdialog_corsican.tlkdialog_chichewa.tlkdialog_catalan.tlkdialog_bulgarian.tlkdialog_belarusian.tlkdialog_basque.tlkdialog_azerbaijani.tlkdialog_aymara.tlkdialog_arabic.tlkdialog_albanian.tlkdialog_afrikaans.tlkdialog_da.tlk -
1 point
Version 1.0.0
2 downloads
INTRODUCTION: This mod aims to make Taris easier by giving you Class Specific items on the Endar Spire. These items are quite powerful and should hopefully make Taris a breeze. STATS OF THE WEAPONS: Republic Vibroblade (Given to Soldiers): Strength +1 Damage Bonus: Piercing +1 Bonus Feat: Improved Two Weapon Fighting & Weapon Focus: Melee Weapons Smuggler's Blaster Pistol (Given to Scouts): Dexterity +1 Charisma +1 Wisdom +1 25% Chance to Stun Damage Bonus: Universal +2 Pirate's Blaster Rifle (Given to Scoundrels): Dexterity +2 Bonus Feat: Improved Scoundrel's Luck & Weapon Focus: Blaster Rifle 25% Chance to Slow Republic Soldier Armor (Given to All Classes): Intelligence +2 Dexterity +1 Defense Bonus: 4 Bonus Feat: Weapon Focus: Blaster Rifle & Weapon Focus: Blaster Pistol Regeneration: 2 INSTALLATION: Simple, Copy all the files in the "To Override" folder into your Override folder. UNINSTALLATION: Also Simple, copy the file in the "Backup" folder, into your Override Folder. It's (almost) like the mod was never installed! If you want to completely uninstall the mod, delete all the files you copied into your Override Folder. KNOWN INCOMPATIBILITY: This mod is incompatible with any mod that modifies "end_trask01.dlg". Anything else should* be fine. If you wish to make the mod compatible with another mod, you'll need to modify the OTHER mod's trask dialog. It's super simple, just add the scripts end_soldier anywhere in the dialog file after the game's confirmed you are a soldier. Do the same thing with the scout and scoundrel scripts (end_scout & end_scrl). KNOWN BUGS: - None are none at the moment, if you find any bugs, please let me know via a PM on Deadlystream. Note: Due to the small size of the mod, I doubt that there will be any bugs. CREDITS: Cortisol - Holocron Toolset Bioware - Kotor I -
1 point
Version 1.0.0
56 downloads
The mod replaces the Gauntlet icons. Thanks to DarthParametric for publishing the icons. Credit Bioware/Broadsword/EA as the original source. To Install 1. Download: gauntlet.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. -
1 point
Version 1.0.0
16,878 downloads
Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 DESCRIPTION: This mod is a bunch of reskins of the sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for sith students was added. The Mod is devided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standart sith uniforms for Korriban sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the sith uniform for the added wounded officer on the Leviathan by the K1R modification INSTALLATION: This mod doesn't have TSLPatcher so to install it copy desired files to your Override folder: - If you are using mods such as "Back in Black" or any other mod that changes the uniforms of the sith students and fixes Czerka workers then copy only files from "Heyorange's Sith Uniform Reformation" folder to your Override folder - If you don't have any mods affecting the appearance of the sith students and czerka officers then copy the files both from "Heyorange's Sith Uniform Reformation" and "Sith Students + Czerka on Korriban fix" folders to your Override folder - If you are using K1R modification than copy the files from all of 3 folders to your Override folder COMPABILITY: Would be incompatible with any mods that change the model of the sith officers. Should work both with vanilla game and K1R. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 1.0.1
373 downloads
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment. SUMMARY This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords. In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment. The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular). The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects. Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character. DETAILS ============ Force Temper Level 15 Jedi Guardian Cost = 30 FP This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage. This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6. Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties. =============== Force Camouflage Level 15 Jedi Sentinel Cost = 0 FP This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks. This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat. The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes. You need at least 1 point manually invested in Stealth to enter Stealth Mode. Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power. ============= Force Influence Level 15 Jedi Consular Cost = 20 FP This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies. This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I. ============= This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. INSTALLATION To install, run TSLPatcher.exe and select the main install option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. Optional: Run the patch to make Stealth a class skill for Jedi Sentinels. UNINSTALLATION 1. Remove the following files from override: spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder. 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY & OTHER NOTES This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events: k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml Known Incompatible Mods Alignment Fancy Bits by ebmar Content Pack: Feats and Powers by TamerBill Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility. For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway. Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome. PERMISSIONS Do not reupload this mod or any contained files anywhere without my expressed permission. CREDITS offthegridmorty Thanks JCarter426 and other folks on Discord for scripting help KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol This mod contains assets from SW KOTOR II: TSL -
1 point
Version 0.1.0
178 downloads
This is a simple Python utility that lets you create new lightsaber textures for KotOR and TSL. Note that (especially in KotOR) creating a new lightsaber colour requires more steps than this - a future project will make this a one-click process for users, but for now I'm releasing this as a standalone tool for mod developers. Installation You should have Python 3 installed. There are no other dependencies. Just download and unzip the zip archive from this page, and you should be good to go! I'll be releasing a Windows .exe version at some point. If you're not comfortable using the Python script, either wait for that or ask me (or one of the many helpful people on DeadlyStream) to make your lightsaber textures for you. Usage Run the script editor.py using Python, with a command like "python editor.py". This will open up the editor. You can choose the glow and core colours for the saber texture, and then save it using one of the bottom two buttons. The texture will then be saved in the current directory. Bugs There might be some bugs, but it's a pretty simple script and it seems to work fine. FAQ The lightsaber looks dark in-game! For a bright lightsaber, you should select a colour with both Saturation and Brightness parameters set to 100% (in the second tab in the colour picker). Then you can use the Hue slider to choose a colour. Can I use this for my mod? Sure, feel free to use the textures for your own mods! I'd appreciate it if you credit this tool for helping create the lightsaber textures. Can I redistribute this program in its entirety (with or without attribution)? Please don't redistribute this program elsewhere on the internet. I will keep it here, so you can point people to it. How do I take this texture and put it straight in the game (not as part of a mod)? I'm working (along with others on DeadlyStream) to make an "end-user version" of this tool, as part of a larger modding project. Stay tuned! The lightsaber core looks weird! You should probably leave the "Core" colour to its default value (pure white) to get lightsabers that look like the ones from the base game. But if you want to experiment, the option to change the core colour is there! -
1 point
Version 1.0.0
1,444 downloads
This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion. -
1 point
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1 point
Version 1.0.0
1,055 downloads
A friend suggested that I upload these here since finding these darn things is quite a chore, and because the difference is honestly quite dramatic. It really is what it says on the tin. I took a bunch of Kotor 1 files and collected those that were downgraded for Kotor 2 (Obsidian literally saved them at a smaller resolution for no adequately explained reason other than perhaps to save resources for console release or because the engine was lagging) So, it's a quick texture swap. I've included a far more in-depth explanation for installing in the readme, but the gist is, you drop these in your override to install them and remove them from your override to uninstall them. I obviously take no credit for these nor do I claim any rights/give permissions in their usage. If you wish, I can provide a TXT document listing all of the textures for using your own Kotor 1 files instead of these. -
1 point
Version 1.0.0
2,096 downloads
To Install 1. Download: chunks.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. -
1 point
Version 1.1.0
4,610 downloads
Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL -
1 point
Version 1.0.0
307 downloads
Geonosian Electro-Staff by Deadman into K1 By djh269 Date:18.02.2024 Description: I have ported Geonosian Electro-Staff by Deadman into K1 and added the weapon to Marl, a thug in Daviks estate and on a Kashyyk Merchant. Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For his original TSL mod. Holopatcher - Cortisol -
1 point
Version 1.1.0
649 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 18.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe and you'll be given 4 installation options. Each option will install 1 head (a single option may come with 2 heads depending on which one you pick) so pick which head you'd like, if you want all the heads you'll have to install the mod 4 times. Click the option you'd like to be directed to that options installation menu, click install and sit back and watch the TSLPatcher do its magic. Repeat the process for any other heads you'd like to install! Description: Kotor 2 has a few popular heads which were cut from the final game, they include: Saedhe's unique head, Hussef's unique head and the "Jedi Master 4" head which was used for Kaevee. Whilst these heads were restored in TSLRCM, no such restoration of unused heads exists for K1... until now! This mod will present up to 5 restored faces which you will see across the Kotor galaxy, they include: 1) "Sith Apprentice 1 Head": In-game, the armored Sith Apprentice's use the 2nd Sith Apprentice Head variant whilst the 1st head variant is neglected. As only a texture exists for this head, I had to modify this head's texture to hide the mapping for the scar which is present for the 2nd Sith Apprentice Head but not this one. This new Sith Apprentice head is used by the Taris Sith Govenor, the Dark Jedi in the Manaan Hangar, the Dark Jedi Master trio in the Leviathan Command Deck and the Lehon Sith Master. 2) "Dirty Commoner Head Variant Male": This head is a variant of the classic Batu-Rem generic head with a dirty, scratched up reskin. This head will be used by the Infected Outcasts who you can cure in the Undercity. 3) "Dirty Commoner Head Variant Female": This head is a variant of the generic head used by Sarna with a dirty, scratched up reskin to match the male variant. This skin is special as it was never included in either the PC or the XBOX versions of Kotor, so how did I get my hands on this texture? When Aspyr released Kotor for the Nintendo Switch, they accidentally replaced the generic blonde white female head with this dirty head variant instead, resulting in characters like Ice using this head texture instead of their usual blonde head. To restore this head for it's intended purpose (as a dirty head variant), I had the texture ripped from the Switch and ported to PC. From my observation, the Nintendo Switch version of Kotor uses an upscaled version of the XBOX textures upgrading their textures from 256x256 (the standard XBOX quality) to 1024x1024 resolution (This is why the graphics on the Nintendo Switch look so strange). The skin included in this mod has been downsized to 256x256 to match the texture quality of the male head variant which WAS included in the PC game files. This head will be used by the Infected Outcasts who you can cure in the Undercity. 4) "Asian Commoner Head Variant Male": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHMA01 player head. As of right now, this head will be used by Tanis Venn! Why Tanis? Well, his unique appearance isn't really that 'unique'. His vanilla appearance uses the generic Tatooine Asian male head with a smuggler's jacket, by giving Tanis this previously unused head it makes Tanis' appearance a proper 'unique' appearance. 5) "Asian Commoner Head Variant Female": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHFA02 player head. As of right now, this head will be used by the Czerka Protocol Officer! Why the Czerka Protocol Officer? Well, her unique appearance isn't really that 'unique'. Her vanilla appearance uses the generic Tatooine Asian female head with the Czerka clothing texture locked in by default, by giving the Czerka Protocol Officer this previously unused head it makes her appearance a proper 'unique' appearance. Please refer to the screenshots on this mod's Deadlystream download page for a visual reference. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. The Sith Apprentice head might have a minor graphical error on it's right cheek, with the original texture this minor graphical error appears much worse and my modifications to the texture was done to make this error less noticable. You can't really notice any graphical error unless you really keep your eyes peeled for it so you probably won't even notice it. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod which adds "N_SithAppren01_H.tga" or "N_SithAppren01_H.tpc". If you installed a mod which has "N_SithAppren01_H.tga", even if it's an AI Upscale, it will most likely restore the previously fixed graphical error on the Sith Apprentice's cheek. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SpaceAlex: For modifying the "N_SithAppren01_H" texture in his K1 Enhancement Pack mod, this mod was a basis for my own fixed texture! Jacqylfrost: For porting the infamous female dirty commoner head texture from the Nintendo Switch, without his work this component wouldn't have been possible! Bioware: For such an amazing game! Aspyr: For including the female dirty commoner head texture on the Nintendo Switch! 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. -
1 point
Version 1.1.0
2,902 downloads
This mod made readjustments to Marlena Venn, both her appearance and positioning on the Dune Sea - to further improve the gameplay aspects from encountering her, and bring a fresh-new experience with her new looks and some other stuffs! # Background # When I met Marlena the first time I know that she's special - in a mysterious way, lol. Yeah, I catch her mysterious side so I did a makeover of her - appearance wise. About the positioning - it bugged me where she was placed so I moved her. Particularly when the conversation was initiated, so with her new placement it looks like she did make the conversation first. And that's how I see the encounter should start. # About this Mod # This modification makes unique appearance for Marlena Venn of Dune Sea [Tatooine], also reposition her to a new spot and replace her recorded voice with the filtered version so it sounded like an actual playback straight from a droid. GIT positioning preview: Encounter quick-preview [Outdated - v1.0.0]: Ah-ha! It also makes Marlena equip a Blaster Pistol, some Credits, and a Repair Kit. Here's a breakdown of why's: Blaster Pistol: because she was "through planning", she wants to make sure of everything Credits: well, she planned on going shuttle somewhere - it just makes sense for her to carry some Repair Kit: some leftover from earlier tinkering with the droids Those new content was made to connect with jc2's "Kill Marlena". I have tested them together on my playthrough and they work like a charm! A truly-fun content worth installing for you - Dark Siders! Just make sure to install this mod last of them. Without it there'll be no change of plot whatsoever and those additional stuff wouldn't have effects. # Final Remarks # There's always room for an improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button. Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tat_m18aa.mod; put that file back to 'modules' folder manually and overwrite when prompted. To uninstall the Voice Over simply put back its backup to streamwaves \ m18ab \ 10wi06 folder - overwrite when prompted. Compatibility: will be compatible with mostly anything, including jc2's "Kill Marlena" - just make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tat_m18aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Dune Sea - Tatooine [tat_m18aa] module This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: I'm asking you not to redistribute this mod - I'd like to stay in touch with them so I know where to provide support. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to SpaceAlex, BioWare & LucasArts with the release - particularly with the inclusion of this mod assets. An appreciation to this lil' peasant here is a very warm welcome, welcome. Credits: The Almighty Force which gave me the chance to finish the mod SpaceAlex for "Modder's Resource: K1 Enhancement Pack" which base cloth texture included with the development of this mod DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method jc2 for "Kill Marlena", which a factor for this mod to be developed ROTNR for "Creating Module Files in KotOR" which guides me on packaging the custom module Fred Tetra for the 'amazing' KotOR Tool TK102 for K-GFF stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit and KOTORmax ndix UR for tga2tpc Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for "Simple Model Viewer" which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without you! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb -
1 point
1,601 downloads
...Expand your arsenal with the newly unearthed lost artifacts of the Old Republic... Welcome! I gladly present this mod which restores nearly all the equipable items cut from KotOR due to some reason or another. Most of them are pretty standard fare, but they no doubt bring even more variety to the game's inventory and are absolutely full of flavour, I'm sure you restoration afficionados out there will appreciate it. While the items themselves are official, come up by BioWare, their implementation was done at my discretion, though I did take care to follow developer notes wherever I could find them. Some small features have been brought over from Misc. Nitpicks (visit to see details) INSTALLING Run the TSLPatcher and choose between one of the two options, the default package or the "Plus" package. The latter includes some tasteful (disclaimer: bias) changes done by me and more restorations of items I deemed useless or redundant (ie: Teta's Royal Band). I should warn you to choose your option carefully because you'll only be able to switch it after uninstalling the previous one clean, which for most mods with module injections, if not done right away with the proper backups will turn from a tedious matter to a near impossible one. In most cases this can only be cleanly achieved though a reinstall of the game. I also recommend installing my own K1 Armor Nitpicks or JC's Mandalorian Armor for K1 (these are compatible with each other by the way) as they will compliment this mod well. All icons were designed to look good alongside vanilla ones and I won't be doing high resolution versions for them. If the authors of any HD icon packs want to include icons for this mod they're hereby allowed to, I'll link them here. Ignore any warnings about skipping files during installation, that's normal patcher procedure. Errors are not, however. COMPATIBILITY "Weapons & Armor, Uncut" is compatible with the K1 Community Patch but I wouldn't advise to install it alongside the Restoration Project due to overlaps. If using the "Plus" install then any mod that changes any .uti files inside this tslpatchdata folder will be overwritten in that regard. I can't vouch for virtually every mod in existence (were you expecting me to do that?) but all my other stuff is compatible. This mod only works with the English version of Knights of the Old Republic. I did not use string references anywhere, but if there is enough demand for localization support then I will redo it that way and leave the translation to the interested party. KOTOR Tool..................................................................................Fred Tetra TSLPatcher...................................................................stoffe & Fair Strides ERFEdit.........................................................................stoffe & Fair Strides DLGEditor............................................................................................TK102 K-GFF...................................................................................................TK102 DeNCS................................................................................JdNoa & Dashus -
1 point
Version 1.0.0
365 downloads
These are dialogue files with subtitle only (not voiced) additional options for conversations with party members. They were the result of wanting more or different reactions to say to various crew members. There are also parts that modify the last conversations with Bastila on the temple top and on the Forge. The conversation with Saul on the Leviathan also gets a little extra nastiness. The file lev40_saul403 conflicts with the one in K1 Restoration mod (which is why it has the "no" flag), but the other files should not conflict with it at all. The Juhani dialogue is exactly the same as the options restored by the K1 restoration mod. To install, merely drop all of these files from the folder into your override. -
1 point
1,386 downloads
ReadMe - Dak's Sword Pack Description: This mod created 6 brand new swords for you to use in-game. Each sword is 100% unique to the game; each uses its own models and textures and comes with its own custom icon. Notes: You have to cheat to get the items in-game. Use the "giveitem" cheat to get the items labeled as follows: Dak's Vibroblade: dd_daksword Inverted Ryyk Blade: invryk Sting: stingsword Wookiee Warblade: dd_sparsword Katar: dd_katar Crystal Sword: dd_glasssw Installation: Just drop all the files into the override. Permissions: You can use any or all of these swords in your own mods. However, please give me credit for their creation. I would also appreciate it if you would just let me know before you use them. E-mail me at dakdrexl@gmail.com or contact me at Dak Drexl on LucasForums or Deadlystream. Enjoy! -
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1 point
13,637 downloads
In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured. -
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1 point
Version 1.1.0
1,072 downloads
Adds unique, upgradeable clothing and improved basic weapons for each class in the starting container on the Endar Spire. Additional items are available based on skill checks. I have attempted to provide flavorful options without undermining early game balance. Special thanks to DarthParametric for assisting with the scripting. Class Soldier : Soldier Armor, Light Repeating Blaster Scout : Scout Gear, Blaster Carbine, Memory Package Scoundrel : Scoundrel Flight Jacket, Heavy Blaster Pistol Skill Checks New Items Soldier Armor : Defense 4, Treat Injury 1 [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Fortitude +1 Scout Gear : Defense 2, Resist Fire 5/-, Resist Cold 5/- [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Reflex +1 Scoundrel Flight Jacket : Defense 1, Persuade +1 [Armor Reinforcement] : Defense +2 [Mesh Underlay] : Computer Use +1, Security +1 Demolition Gauntlets : Demolition +1, Saving Throws: Fortitude +1 Install Extract contents of the mod's override folder into the game's override folder. "...\swkotor\override" -
1 point
Version 1.0
922 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 03.10.2019 Installation: Simply Copy and Paste or Drag or Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder, you can safely Override any files that may conflict. Uninstallation: Remove or Delete the files you copied from your Star Wars Knights of The Old Republic override folder Description: Once you recruit Bastila, a Twi'lek Messenger from the Exchange gives you a message from Canderous Ordo. In the game files, this Twi'lek's NPC file is named "tar02_rodianmsg" and has a Rodian Soundset, this suggests he was originally a Twi'lek. This was reported by KnifeMaster to the developers of the Kotor Community Patch, they chose not to include this fix in their patch as they felt modifying the dialogue from Twi'lek to Rodian was beyond the scope of their mod. Hence, is why this mod exists as a seperate download and created by me. Known Bugs: None that I know of but if there is please report it so I can fix it Incompatibilities: Is incompatible with anything that edits "tar02_messenger.dlg" and "tar02_rodianmsg.utc" Permissions: Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures and 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. -
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0 points
Version 1.1.0
49 downloads
Makes it so your alignment affects the potency of Light and Dark Side Force powers. 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. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. 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 Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and 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 for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. 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 safe. 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 separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. 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 -
0 points
Version 1.5a
2,212 downloads
JC2 PRESENTS SAVE MISSION There are two options > Leave Mission on the Unknown Planet. Or: Convince Mission to stay with your crew and serve you. However, this mod doesn't remove the option to kill Mission, that is stilll present in the game if you choose the third dialogue. For clarity, saving Mission begins with "You're all alone.. " (This should be the first option) Leaving Mission behind on the Planet begins with "Go on Mission - Get out of here ... " (second option) Two additional dialogue options have been added that appeal more to the themes of kotor and to the Sith (as suggested by SH). They are the last two options of the six total options and result in keeping Mission. Most lines are voiced by Mission so there's an element of realism to the mod, the additional lines spoken by Mission Vao use vanilla female twi'lek voice over, This is K1R compatible. ---------------------------------------- Installation: Unzip file, place into override, Uninstall: Delete from override. ---------------------------------------- Incompatible with Spare Mission and Zaalbar by Scarrab & any other mod that edits the "unk41_mission.dlg" file. Hope you enjoy! As always feel free to leave Negative/Postive feedback! This includes sending me a better screenshot, since my computer can't handle graphics of any kind, ever... ---------------------------------------- Important Note: The current problem with the mod, is that if you talk to Mission again after this conversation, she will result to conversations opened up only after you crash on the Lehon (unknown planet) and will not seem to recognize your recent actions as SIth Lord and whatever option you chose. This presents a bit of issue with a lack of immersion, to avoid this. Don't talk to Mission again! This is what may be updated later. ---------------------------------------- Contact me for bugs, issues, or feeback by PM or writing a review here. ---------------------------------------- FYI: Red Mission reskin is a seperate mod by LoganZeZima "Reskinned Mission Vao." Credits: Thanks Deadlystream for hosting my mod. Thanks SH and Death'a'Barbar for suggestions Thanks FS for the DLG editor tool Thank you ! For downloading the mod. Requested by Death'a'barbar.