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  1. 3 points

    Version 1.0.0

    38 downloads

    Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! Everyone who downloads the mod!! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  2. 1 point

    Version 1.0.0

    2 downloads

    Makes it so your alignment affects the potency of Light and Dark Side Force powers. This is the version for KOTOR 2. The KOTOR 1 version can be found here. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the penalty by 5%. This means with Charisma = 20, the penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment. To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%. INSTALLATION Please read compatibility notes below before installing. To install, run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required if you want to use both of these mods together. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safest. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separately. If you already have it installed, it is OK to install the combined option over it. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
  3. 1 point

    Version 1.0.0

    15 downloads

    For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more. Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus. For a rough explanation: Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher. Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.
  4. 1 point

    Version 1.0.0

    84 downloads

    This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  5. 1 point

    Version 1.0.2

    35,048 downloads

    When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue. To use: 1. Download 2. Move the file from the folder that corresponds to your display resolution into your override folder.
  6. 1 point

    Version 1.0.0

    612 downloads

    This mod will add upscaled textures for the planet Taris. Except the skies and Sith base see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Enjoy! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ For the Sith base get my other Upscaled pack! 😉 Another great mod you might consider, for the cantina signs; by SithHolocron: https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/ Other big improvement, to the Taris arena, mainly the crowds and fights, by DarthParametric: https://deadlystream.com/files/file/1404-taris-dueling-arena-adjustment/
  7. 1 point

    Version 1.0.0

    379 downloads

    Modifies some UI elements of the KotOR Android port. There are three .gui files in the package: ftchrgen.gui - Fixes the Feats selection menu not fully showing the last row of feats. areatransition.gui - Moves the Area transition UI element to the center of the screen, makes it slightly bigger and centers the text. xymipc210x7.gui - Moves the Combat message UI element to the center of the screen INSTALL Copy .gui files to android/data/com.aspyr.swkotor/files/override (I also recommend installing KOTOR Widescreen Fade Fix) Please note that I can't guarantee these edits will have the intended result on your device. Tools used: Visual KotOR GUI Editor (KGE) 0.0.4 K-GFF 1.3
  8. 1 point

    Version 1.0.0

    1,969 downloads

    Re-texture of PMHB04, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHB04 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.
  9. 1 point

    Version 1.5

    844 downloads

    ImmersiveHUD (or short iHUD) for Android-KotOR by MilesTeg --------------------------------------------- ===== Description ===== This is a simple, lightweight fix to tone down the very bright HUD. It's especially useful if your device can't handle frame buffer graphic effects (=unable to adjust brigthness). I mostly adjusted the alpha channels to add nearly full transparency (reduce brightness of GUI elements). Additionally, I've adjusted HUD-Elements for dialog scenes. Now, while choosing answers you can see your own player character instead of a huge blue menu blocking the view. Requirenments: You'll need 1 MB additional internal storage How-To Mod your Android-KotOR: https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ ===== Installation & Usage ===== Like every mod for android you simply extract and copy all files from ''iHUD-mod/'' and/or ''/iDialog-mod/'' to ''/Android/data/com.aspyre.swkotor/files/override/'' (if not present, create an override folder). Restart KotOR and enjoy the game Uninstall: Delete files from override. ===== File contents ===== iHUD-mod - mod files for your android-override dir iDialog-mod - mod files for your android-override dir for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) ===== Credits / Reuse content ===== You may use this mod for any non commercial use and without contacting me. Thx to **KOTOR-Tool by FredTetra https://deadlystream.com/files/file/280-kotor-tool/ **Xoreos Tools https://xoreos.org/ https://github.com/xoreos/xoreos **Reddituser u/Rasral123 for his great tutorial https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ Big thanks to Obsidian and Bioware for this great game. THX Aspyr for this solid game port! ===== Changelog ===== v1.5 added iDialog (Dialog-Menu doesn't block your view) v1.0 release 28/04/2019
  10. 1 point

    Version 2.0.0

    481 downloads

    I present to you one of the few Android-only compatible mods for Kotor 1. You may be thinking one of two things after that statement; what makes this mod only compatible with the Android port or the fact that an improved galaxy map made by Kexikus already exists which places the planets in their Star Wars canon locations. Well as it turns out that mod is incompatible with the Android port because Aspyr used a scaled down version of the "galaxymap.gui" which results in that mod not working properly in the port. Also, the settings on that mod's TSL Patcher have to be changed even if the Aspyr galaxy map is used in that mod's installation. Bottom line; that mod would have to be reworked to function properly with Android Kotor. Now that I've covered my bases to avoid any claims of mod theft, I'll proceed to explain the mod. First, I don't care much for "canon" placement of the planets. I could have placed them canonically, but I didn't like how most were bunched together on only one side of the map and in a version of the game where most use touch controls it's better to have them neatly separated throught the galaxy map as to avoid touching the wrong one. This mod comes as is and I will most likely not upload a TSL Patcher version. The reason being that many Kotor Android players have no access to a computer and it makes it difficult for them to access some mods. Warning: This mod as stated above is meant to be used with the Android port of Kotor 1. Using it on the PC version may result in damage that I cannot be held responsible for. Credits: TSL Patcher by Stoffe
  11. 1 point

    Version 2.0.0

    304 downloads

    During a certain conversation with the Jedi Masters on Dantooine, Master Vandar can speak a line of dialog that is not voiced. This is an Android-only bug. It seems whomever was in charge of making each line of voice acting work only with the Android port left this particular line in its PC state which is incompatible with the port, resulting in silence. Luckily the line by Vandar is pure fluff and it is the proceeding line by Vrook that moves the conversation forward. My fix? Remove Vandar's silent line. Nothing is lost in the conversation as it will skip Vandar and jump to Master Vrook instead. This mod is compatible with "Jedi From The Start" as even though that mod changes a lot of dialog on Dantooine with the Jedi Masters, this particular dialog file for Vandar is not used. Credits: Kotor Tool by Fred Tetra, DLG Editor by tk102
  12. 0 points

    Version 1.1.2

    559 downloads

    Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode!
  13. 0 points

    Version 0.5

    6,244 downloads

    DISCLAIMER: I did not make ERFEdit originally. I did however receive the source code from Stoffe via PM at Lucas Forums, after telling her about a severe issue that needed to be fixed. I have fixed the issue and am now releasing the updated version of the tool. ERF/RIM Edit Version: v0.5 Released: 2006-05-18 Updated: 2007-03-11 Updated_FS: 2017-03-19 What is this? ------------- This is a simple Packer/Unpacker/Browser for the ERF/MOD/SAV/HAK/RIM format files used by the bioware engine games Neverwinter Nights and Knights of the Old Republic. The resource type list is updated to handle some types of files used by the KotOR games that were not used by Neverwinter Nights. It is capable of creating new files or modify existing ones, as well as extract any resources found within the file. A simple search feature makes it easier to locate resources in the list within large ERF format files. The Description field is currently not shown or editable since it is not used with the KotOR games. User Interface shortcuts ------------------------ You may drag and drop files into the list to add them instead of using the "Insert" button, or you may drag selected files from the list to the Desktop or a Windows Explorer window to extract them rather than use the "Extract" button. Selected files in the list can be deleted with the hotkeys Backspace and DEL in addition to using the Remove button. When dragging many or large files from the ERF/RIM file to the desktop (or a Windows Explorer window), keep the mouse button pressed until the progress bar has reached 100%, then drag the files to where you want them and let go. Hopefully I'll be able to fix this quirky behavior in the future. IMPORTANT! ---------- New files/resources added to an ERF file are not actually added until you Save the file. Do not move, rename or delete any files you have added before you save the open ERF/RIM file, or the resource will not be added upon save. Resources in the list with an asterisk (*) following the ResRef are newly added and not yet saved into the file. These files cannot be extracted until the ERF file has been saved.