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  1. 19 points

    Version 2.1

    1,474 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 follow these instructions: 1: If you are using the KOTOR 1 Community Patch, or the KOTOR 1 Restored Content Mod, or the KOTOR 1 Community Patch with Restored Content, download that mod FIRST BEFORE SLEHEYRON! 2: If you are going to try another expansion mod, like BOSSR or Yavin 4, install them AFTER Sleheyron (reminder: this has not yet been tested by me). 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!
  2. 11 points

    Version 1.0.1

    2,532 downloads

    Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- 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.
  3. 10 points

    Version 1.0.0

    21 downloads

    Makes the tank droid more tank-like. SUMMARY The tank droid is a pretty cool unique enemy in TSL, but a couple of things bother me about it. I always found it disappointing that it has these giant gun barrels which look like they’re for launching missiles, like a tank, but instead it just tosses frag grenades at you. The game even has functioning rockets but for whatever reason they weren’t given to the tank droid. It also has a super high defense which makes it dodge attacks like the Matrix, which feels pretty odd. This is just a feature of the game mechanics, but it becomes particularly glaring on the tank droid. I mean it’s a giant droid, can it really be that hard to hit? This mod makes a few changes to make the tank droid more true to form. It will now shoot rockets instead of throwing grenades. These are not your average wrist rockets; they are bigger and more deadly, dealing 60 pts of piercing AOE damage. Additionally, the tank droid gets a -5 defense penalty for being a chonker but its base health is doubled and it gets Master Toughness granting -10% damage immunity. Its natural energy resistance is also reduced from -15 to -10 but it gains -5 slashing, piercing and bludgeoning resistance. Essentially you’ll miss significantly less but you’ll need more hits using the right weapons and moves to take it down. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the backup folder in the location of TSLPatcher.exe. UNINSTALLATION Remove the following files from Override: c_drdmkfour001.utc, crhide_tankdroid.uti, c_tankdroid.mdl, c_tankdroid.mdx, w_roktank.mdl, w_roktank.mdx, m_imp_tankrocket.ncs, m_rnd_tankdroid.ncs, and spells.2da. If any files were created inside the backup folder, move them to Override. COMPATIBILITY Should be compatible with most other mods unless they edit the tank droid. When in doubt, install this mod after others. This mod edits the c_tankdroid model to line up the rocket with the gun barrels a little better, which will overwrite model changes made by other mods. Install after Droid Models Animation Fix by CapitaineSpoque, which this mod forwards the relevant changes from. PERMISSIONS Please do not reupload this mod without my permission. CREDITS offthegridmorty CapitaineSpoque - base tank droid model, Droid Models Animation Fix TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra KotorBlender - seedhartha Mods in screenshot: Ultimate High Resolution Pack - ShiningRedHD Ultimate Character Overhaul - ShiningRedHD
  4. 10 points

    Version 4.0.5

    4,326 downloads

    While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Compatible for KOTOR 1 and 2. Graphical INI edtor. Included KOTOR2 Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift (yellow tint removal) - Music Volume During Dialogue Fix - Borderless Window Mode Included KOTOR1 Patches: - 4GB Patch - Borderless Window Mode How to use: Place in game directory and run it. Load kotor exe on the 'patches' tab, select patches to install, click apply. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - Fog fix does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: https://github.com/J0-o/3C-FD-Patcher Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
  5. 10 points

    Version 1.0.0

    592 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.
  6. 10 points

    Version 1.0.0

    148 downloads

    Smoother mine effect edges. Nice and simple. Install: 1) Choose either Regular Version or For Mines Overhaul Version 2) Extract to override Regular version is for vanilla game Mines Overhaul [TSL] mod required for the Mines Overhaul version. Credit: offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version
  7. 10 points

    Version 1.0.2

    1,129 downloads

    Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious
  8. 9 points

    Version 3.0

    2,192 downloads

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires 3C-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water - Sith Tomb Install Instructions: 1) Apply 3C-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory
  9. 9 points

    Version 1.0.0

    368 downloads

    This mod will replace and update texture files. For proper operation, High Quality Aliens: Rodians 1.1.0 must be installed. Thanks to Stormie97 for the wonderful mod. To Install 1. Download: ST_Rodian HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the ST_Rodian 01 - 05.tpc files 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  10. 9 points

    Version 1.0

    2,238 downloads

    Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- ASPYR (STEAM/GOG) COMPATIBILITY NOTES When using this mod with the Aspyr version of the game from Steam or GOG, some of the background sound effects will be almost inaudible, making the destruction of Malachor feel strangely quiet. This seems to be due to a “feature” added by Aspyr which reduces the volume of the music (and, apparently, some sound effects) during cutscenes. I strongly recommend using the 3C-FD patcher by Jiiprah (https://deadlystream.com/files/file/2734-fog-fix-more-3c-fd-patcher/), which returns the volume to its pre-Aspyr behavior and also fixes some graphical issues. I have not tested this mod with the achievements system, and it is possible that it might interfere with achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  11. 9 points

    Version 1.0.0

    173 downloads

    Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
  12. 9 points

    Version 1.1

    63 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Edge of Darkness mod) Version 1.0 Uploaded: 19 JUL 2025 Description: The Edge of Darkness Revenge Textural Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. Edge of Darkness uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the Edge of Darkness conventions. (See credits section for the other mods that were sourced.) Some of the EoD textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Some of the textures in Edge of Darkness are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve attempted to remain faithful to the – shall we say unique? - visual style of his mod. New upscales were set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. What’s not included and why: I have not upscaled the following categories of textures included with Edge of Darkness. Skyboxes (Many of these are custom made and/or already near the self-imposed 2048 x 2048 limit. They would not benefit from upscaling.) Inventory Items and their Icons - including clothing and weapons (Outside of the scope of my original plans) Action Icons (as I don’t think they’d benefit from upscaling) Absolutely ***anything*** by Kaidon Jorn (as I don’t think they’d benefit from upscaling) Most of the textures from Quanon (as they are close to my self-imposed size limit as they currently stand) Credits: Some ship textures and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and her generosity in making permissions open for her mod. Many of the TSL textures were sourced from “RESOURCE:Topaz GigaPixel AI Upscales – K2” by Thor110. I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that Edge of Darkness uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Minor assistance in re-adding transparencies to 5 LKA textures provided by 90sk. Moral Support graciously offered by Fair Strides. 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. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage of my textures in other mods must be requested and approved by me before your use.
  13. 9 points

    Version 1.0

    133 downloads

    This mod adds interior doors to the Ebon Hawk, ported from the prologue in KotOR II. Each door has a trigger set around it which will cause it to open/close automatically as you approach/move away from it. Only the main ebo_m12aa are has the doors added in. The Ebon Hawk stunt modules where the Dodonna cutscenes etc take place remain unaffected. This mod will not work with saved games in which you have already entered the Ebon Hawk, as module data is stored within saves. You will need to use a save from before you obtain the Ebon Hawk or a start a new game for the changes to apply. Installation Run the included installer and the mod will install itself. Bugs No “bugs” as such to speak of, but there can be a little bit of funkiness during cutscenes/scripted NPC actions such as Sasha and Lur Arka Sulas leaving the ship. They will get a bit confused and turn on the spot in front of each door they pass whilst the door opens. The only way around this would be to go in and change the scripts for each “cutscene”, but I don’t personally feel it’s necessary.
  14. 8 points

    Version 1.1.1

    360 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. 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: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the 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.
  15. 8 points

    Version 1.0.0

    89 downloads

    I used the great textures from Vurt and had his permission to upload my version . I remade my custom hutts with those high quality textures. I also thank Dark Hope for the help i had and the patience i recieved https://www.nexusmods.com/kotor/mods/1730
  16. 8 points

    Version 1.0.0

    150 downloads

    Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in TJM are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for his mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. Thanks to Fair Strides for texture feedback and moral support. 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. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
  17. 8 points

    Version 1.0.0 A

    291 downloads

    I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 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. Delete the DP_TarArenaScr A - I .tpc files. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  18. 8 points

    Version 1.1.0

    2,166 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.
  19. 7 points

    Version 1.0.0

    209 downloads

    3 new Force powers inspired by the powers of the Sith Triumvirate. SUMMARY This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate. Hunger - Passively drain the Force and vitality of everyone around you over time. Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is. Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse. These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX. The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option. See below for detailed descriptions of the power effects and prerequisites. DETAILS The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend. Hunger Pain Betrayal INSTALLATION To install, run TSLPatcher.exe and select the “Main Install” option. (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option. 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. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override. 3. Move dialog.tlk from the backup folder to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on. This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last. This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any. Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM). Should be compatible with most other mods. PERMISSIONS Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission. CREDITS offthegridmorty Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
  20. 7 points

    Version 1.0.0

    80 downloads

    This mod recruits the droid T3-H8 to the party when he is purchased from Janice Nall's droid shop. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Copy portraits.2da from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the file from your game's Override folder. Copy tar_m02ab.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides DeNCS—JdNoa & Dashus DLGEditor—tk102 ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 tga2tcp—ndix UR This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords. License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
  21. 7 points

    Version 1.0.0

    295 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
  22. 7 points

    Version 1.0.0

    350 downloads

    Complete KOTOR music overhaul (SWTOR style) Hello there ! After some playthroughs, I thought the KOTOR 1 ambient themes were great but too old and I needed something fresh. And yes, I know there are some musics overhaul mods out there, such as Detran’s movie mod : https://www.nexusmods.com/kotor/mods/1552 But I wanted a more ambient version. And I realized SWTOR themes were the perfect match for most of the places you visit in KOTOR. So I took many SWTOR themes (and some others, if you want the surprise don’t look at the resumee below, but there’s not much more than SWTOR themes tbf), which gives us a total of 26 ambient musics (there’s not much about fight music yet, but updates could come if asked). Hope you like it ! Installation : - Make a backup of the streammusic folder in your game directory, - take the files from my mod’s “themes” folder and put them in your streammusic folder. When ask to replace, click yes. - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance. Uninstallation : - Delete your streammusic folder in your game directory, - Take your streammusic backup folder and put it back in your game directory. Issues / incompatibilities : None that I know of. Tell me if you find one, but since it only replaces files in streammusic folder it should be good. Thus, K1R compatibility should be guaranteed (K1CP too, that one I tried and it should work perfectly) Obviously though, you must not have other music mods installed that make changes to the same files/themes for it to work. That’s basically it. If you enjoy it and/or have improvement to suggest, feel free to text me ! Themes : Sith Theme (mus_theme_sith, Endar Spire) : The Siege of Alderaan Taris Upper city (mus_area_tarisup) : Coruscant, The Capital Appartments upper (mus_area_townsus ?) : Glory, the Galactic Republic Taris Lower city (mus_area_gang) : Scum, the Bounty Hunter Appartments lower (mus_area_townint ?) : Taris, The Plague Taris Sewers (mus_area_sewers) : Nal Hutta, The Glorious Jewel Dantooine Academy (mus_area_acad) : Peace, the Jedi Consular Dantooine outside (mus_area_out) : Justice, the Jedi Knight Dantooine Rakata Ruins (mus_area_ruins) : Voss, The Mystic Garden Ahto City (mus_area_ahto) : Alderaan, The Throne Manaan ocean floor (mus_area_hrakert) : Ziost, the grave Cantina 1 and 2 (mus_area_cant1 et mus_area_cant2) : Run Kessel Run / See you on the Dark Side : Jukebox themes Tatooine Desert (mus_area_desert) : The Desert and the Robot Auction Kashyyyk (mus_area_kash) : Tython, The Wellspring Wookie village (mus_area_enclave) : Episode VI’s Victory Celebration Shadowlands (mus_area_shadow) : Dromund Kaas, The Seat of Power Korriban academy (mus_area_valsith) : Treachery, the Sith Inquisitor Korriban fight (mus_bat_valsith) : Deception, the Sith Warrior Star forge (mus_area_sforge) : Balmorra, The Forge Bastila (mus_theme_bast, love) Theme : Bastila Shan and Revan Love Theme | CINEMATIC VERSION from Samuel Kim Carth (mus_theme_carth, republic army) Theme : Hope, the Republic Trooper Main screen Theme (mus_theme_cult) : Clash of Destiny Epic Version from Samuel Kim Czerka Theme (mus_theme_czerka) : Villainy, the Imperial Agent Malak Theme (mus_theme_malak) : Star Wars: Duel of The Fates | EPIC VERSION from Samuel Kim Republic Theme (mus_theme_rep) : Bravado, the Smuggler First, thanks to Shem for his ultimate sound mod (which I recommend downloading first, then my mod) But even more to JCarter for his amazing SithCodec which I obviously used for my mod. Other than that, big thanks to all people who contributed to making this game, these musics, and to the Deadlystream people that make modders and the community's life much easier. Thanks to all of the people who download this mod, and to the Kotor community in general.
  23. 7 points

    Version 1.0.0

    1,871 downloads

    Improved Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. CREDITS: EbonHawkStowaway999 for the idea. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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.
  24. 7 points

    Version 1.0.0

    80 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
  25. 7 points

    Version 1.0.0

    72 downloads

    [K1] Logan Starr - PC Replacement Soundset AUTHOR: Sith Holocron ORIGINAL RELEASE: 14 JUN 2025 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: If you’re looking at this file, you’re either a longtime fan of the Loganverse series of KotOR machinima, a new viewer that’s just come from watching the new Convergence crossover trailer or movie on YouTube, or you are very, very confused. If it’s the latter, check this link for a trailer for a quick summary. If you’re Loganverse fan already, read on. This mod changes the standard voice for the PC character to Logan Starr’s from the Loganverse movies. I asked Kevin Smets to record all of the lines that the PC says. All of the lines are listed below. Those in the know may notice that some of these lines are likely to trigger in the game – those with file names ending in 4. There’s a reason for that! In order to spice repeated playthroughs, I figured giving you extra lines which you can rename might be something you may be interested in. In the category the replacement lines are, delete the line you’d like to replace using the list below. Then rename the line with the “4” in it (or the other alternate numbered lines) to whatever you deleted. The categories that have the extra lines are: · Critical hit achieved. · Player has just received medical attention. · Player has been poisoned. · The party is regrouping. [options 4 or 5] · The player character has been selected via the menu. [option 9] · Stealth mode activated. · The weapon used by player character is either broken or inefficient against an enemy in current attack. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - the game doesn't have them activated, rendering the Exile mute. If you wish you attempt to perform a work around, that is your own responsibility and not my own. Feel free to make your suggestions on a work around below if you find a suitable one. List of lines included with this mod: File name Male Lock Picking: Player is making the attempt unlock the lockbox or door p_plyermw_block1 Got it. p_plyermw_block2 No problem. p_plyermw_block3 Right. Critical hit achieved. p_plyermw_crit1 Ha! He’ll feel that for sure! p_plyermw_crit2 That hurt, I bet. p_plyermw_crit3 You won’t be getting up from that any time soon! p_plyermw_crit4 I don’t like your tone. Mines: Disarming. p_plyermw_dmin1 That one’s a dud. p_plyermw_dmin2 OK, it’s disabled. p_plyermw_dmin3 Mine disabled. Lock Picking: Player fails an attempt unlocking a lockbox or a door p_plyermw_flock1 Damn! p_plyermw_flock2 Didn’t work. p_plyermw_flock3 Damn it! Mines: Arming a Mine. p_plyermw_lmin1 One surprise trip coming up. p_plyermw_lmin2 Whoever stands on this will get a nasty shock. p_plyermw_lmin3 Mine placed. Player has low health and needs medical attention. p_plyermw_low1 [groan] I’m in a lot of pain right now. p_plyermw_low2 I should get help for my wounds. p_plyermw_low3 [groan] I’m hurt badly. Player has just received medical attention. p_plyermw_med1 [sound of relief] This should patch things up. p_plyermw_med2 This should help. p_plyermw_med3 Thank the maker. p_plyermw_med4 This feels fantastic. Player has been poisoned. p_plyermw_pois1 [groan] I think something got me sick. p_plyermw_pois2 [groan] I think I’ve been poisoned. p_plyermw_pois3 [groan] I think something is in my system. p_plyermw_pois4 [stomach gurgles] The party is regrouping. p_plyermw_rprty1 Everyone’s back again! p_plyermw_rprty2 OK, let’s get going. p_plyermw_rprty3 Hey, we can get back together now. p_plyermw_rprty4 The gang’s back together! p_plyermw_rprty5 Hey, it’s me! [laughs] The player character has been selected via the menu. p_plyermw_slct1 Yeah? p_plyermw_slct2 Yes? p_plyermw_slct3 What? p_plyermw_slct4 Hmm? p_plyermw_slct5 Sure. p_plyermw_slct6 You bet. p_plyermw_slct7 What? [alternate take] p_plyermw_slct8 Right. p_plyermw_slct9 Yeah, bub… Lock Picking: Success. p_plyermw_slock1 Opened. p_plyermw_slock2 Got it. p_plyermw_slock3 Done. The Main Character is going into solo mode. p_plyermw_sprty1 I need to go alone for a bit. p_plyermw_sprty2 We’ll just separate for a bit. p_plyermw_sprty3 Let me go on alone. Player is looking for or looking out for something. p_plyermw_srch1 I won’t miss a thing. p_plyermw_srch2 If there’s something there, I’ll find it. p_plyermw_srch3 Nothing will get by me. p_plyermw_srch4 Nothing gets by me, bub. Stealth mode activated. p_plyermw_stlh1 Not even a whisper. p_plyermw_stlh2 I’ll avoid what I can. p_plyermw_stlh3 Silent and deadly. p_plyermw_stlh4 Silent and deadly, bub. The weapon used by player character is either broken or inefficient against an enemy in current attack. p_plyermw_tia1 It’s not doing anything. p_plyermw_tia2 My weapon isn’t doing anything. p_plyermw_tia3 I need a better weapon. p_plyermw_tia4 This weapon isn’t doing anything. Installation: You'll not be dropping these into your Override folder like my usual mods. This time you have new steps to follow. 1) Now that you’ve made your choices above, move the original KotOR1 files that come with the game to a place you can find them. (I personally recommend making a folder on your desktop to put them but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. 3) When you're done with the beta, you can delete my files from the Streamsounds folder and put the original files back in there. Note: If you're using the mod on Steam, this quote may prove helpful. “I threw the files in Streamsound. I managed to fix it by verifying game files through steam and reinstalling the mod though!” Uninstall: Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere 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 hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me in writing before your use. Special Thanks: Kevin Smets: For recording the lines so his fans can play as his character! You have seen his movies, right? Here’s a trailer from Convergence / a link to Convergence, the latest machinima featuring Logan Starr. For the movie poster artwork used in the mod’s pictures, I thank Burning Earth Chris! The beta testers: Thanks to Untold Prophecy for beta testing this mod. Having an unbiased beta tester to check this on the PC version game was both helpful and vital. Thanks to Malkior for beta testing this on Steam. As I didn’t have a copy of KotOR1 on Steam at the time of creation of this mod, this assistance was vital! Both of the beta testers provided feedback particularly on sound levels which helped finalize this project. (Even if they were kept in the dark on who the person voicing the soundset was!)
  26. 7 points

    Version 1.1.0

    153 downloads

    Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid? This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free. The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue. Requirements: None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod. Bugs: The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random. Credits: newbiemodder, for Modder's Tool: Power/Gonk Droid zbyl2, for M4-78 Enhancement Project Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
  27. 6 points

    Version 1.0.0

    50 downloads

    This mod will replace and update Mandalorian Neo-Crusaders texture files. The Vurt textures have been edited. Seams have been refined, and details have been added and removed. Thanks to Vurt for the wonderful textures. It was a pleasure working with them. To Install 1. Download: N_Mandalorian (Vurt's KotOR Visual Resurgence).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.
  28. 6 points

    Version 1.3

    400 downloads

    Main idea I’m pretty sure that if you’re in this modding community, you’ve at least once hesitated between the Community Patch for KOTOR 1 (K1CP) and the KOTOR Restoration mod (K1R). And I’m here to give you what you need. In fact, @N-DReW25 already made a restored content mod for K1CP (RC-K1CP). The fact is that it doesn’t restore everything K1R does, especially one of its biggest parts : the Pazaak Tournament on Manaan. The mod I made will bring it back into your game, with some additions I took the time to add. Please read at least the "optional" and "installation" sections in order to understand how the mod works (don't worry, it's not very complicated). I highly recommend downloading Jorak Uln's Manaan complete overhaul to give some fresh air to the game and to the Tournament itself. If not already done, Kexikus's Skyboxes too. It includes Manaan as well as every other planet in the game. While I'm at it, if you're interested in more new content for Manaan, I also refer you to my speeder fast travel mod. I deeply linked my mod to Sao's Sleheyron : Story mode. If you download his mod and play through it, my mod's connected characters will react differently and you will unlock new dialogue options. I'd recommend installing his mod before mine. Unless you really want to know what I added and what K1R had already made, you can skip this section and jump straight to the options. Optional I’m sure you will be pleased to know this mod is customizable. It has 4 interesting options. 1) Compatibility or full mode The only big issue you can encounter with this mod is the placeables limit. This is a KOTOR issue I discovered not long ago. Put simply, you can’t add more than about 25 new placeables in your game. K1R has a bit less than 10, while BOSSR has 20. DarthParametric’s diversified jedi captives on the Star Forge brings 7. Capitaine Spoque’s taxi system on Taris brings 1, such as mine for Manaan. Most of K1R’s placeables are actually from the Pazaak Tournament. They’re the animated holograms. There are 6. And, to be fair, they’re kind of broken. They disappear behind other placeables such as the exit door and the organizer’s desk. As this problem is very hard to solve and I don’t have the required modelling skills, I’m giving the following choice to you : - Full mode : With holograms, if you’re not planning to install many mods that add new placeables. - Compatibility mode : Without holograms, if you have some of the mods designated above, or others that add many placeables. If you have many mods installed, either you take the risk, or you check yourself in the placeables.2da file with Holocron Toolset, or you simply take the compatibility option. It really doesn’t remove much anyway. 2) New Loadscreen The Pazaak Tournament is compatible with : 1) adjrenter’s Very nice Loadscreens (See in requirements section for link) - Option A : Full version (with holograms) - Option B : Compatibility version : without holograms These are brand new LoadScreens. (Option C : You don’t take anything and you’ll get the basic “Very nice style” loadscreen, but it would be kind of a waste). 2) SithSpecter’s HD Loadscreens (See in requirements section for link) Here, either you don’t take anything and it will be the basic Revan and Malak Loadscreen, or you take this option and you’ll have Ahto East SithSpecter’s HD Loadscreen. 3) Gonto in Thor110’s Manaan Hotel restored room (INSTALLER VERSION) As showed in the screenshots, this will put Gonto Yas in the Hotel missing room, restored by Thor110. Make sure you install his mod first. It’s actually pretty consistent (not perfect but consistent) that he would be there, because he actually has some stuff to say about the murder. Just so you know, this option will add a computer, a locker, a table and 2 chairs in Gonto’s room, and will also give some Pazaak cards to Firith Me and make him look at them, towards his shelf (instead of standing in the center of his room like a true npc). WARNING : If you want the Sunry's murder recording enhancement, you'll need to download it first. This mod is very much recommended as it combines with Gonto to enhance the murder quest ! Make sure to do SMRE ---> missing room ---> Gonto. 4) A brand new crystal from Bogga the Hutt I’m not telling you why, for obvious reasons, but you might want to speak with this guy. He's got some interesting background. If you’re the kind of person who installs a lot of mods, including the amazing Crazy34’s lightsaber blade models, you might want to have a look at this. And if you aren’t, well, I can only recommend that you download his models and this option, but you do you anyway. This is an option because it has a requirement. You will still have Bogga and his side quest even if you don’t get that option. You will just lose a cool Viridian lightsaber crystal with a nice story and some buffs. There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time and focus on this, but if you do find one, please tell me so I can fix it (this works for every issue you might encounter). Don’t be too harsh, I’m French, and English is by no means my first language. Requirements 1) For the Loadscreen options : - ajdrenter’s Very nice Loadscreens - SithSpecter’s HD Loadscreens 2) For option 3 : Thor110’s Manaan Hotel restored room (INSTALLER VERSION) 3) For option 4 : Crazy34's lightsaber blade models : (only the main part --vanilla sabers-- of his mod is needed) Installation Compatibility My mod is fully compatible with K1CP and RC-K1CP, as they are now (in 2025) the main reference for modders, at least the first one. More than compatible, they’re very much recommended ! It will obviously not be compatible with K1R, as it is meant to replace a big part of it. Please see option 1 for more information about the main compatibility issue you could encounter. You can now find a compatibility patch for those who use the NPC Diversity Pack. Make sure you have both mods installed first. Its goal is to restore Jolan's Nikto appearance. By not taking it, he will be a Rodian at the entry of Ahto City and a Nikto in the Tournament area. I'm pretty sure you don't want that to happen. If you have Alien Ported VO for K1, just install the Tournament after it. I didn't want to change Jolan's language for several reasons (time consuming, not enough Nikto lines diversity, Rodian sounding better in regard to his behavior, etc.). Known issues Basically none, except that you'll probably be lagging a little due to the fact that this is now an actual galactic event (meaning with way more NPCs in it). It will appear around the Sith embassy and its corridor, as well as for the end cutscene but that shouldn't be too much of a problem considering it will vanish during the dialogue. Thanks 1) @Fair Strides for giving me permission to use the amazing K1R’s Pazaak Tournament files and giving some advices. 2) @N-DReW25 for providing me with a working basis by extracting the files from K1R. 3) @SAO1138 for his excellent and detailed advices as well as his creative suggestions. I’m glad I could link my work to his. 4) @CapitaineSpoque for his regular help on making me understand how the game works, and for making the "very nice style" loadscreens. 5) @Crazy34 for his amazing new lightsaber blades models. 6) @Thor110 for his work on restoring the missing chamber. It was a lot of fun to use it. 7) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher, "Very nice" (@ajdrenter) and "HD" (@Sithspecter) Loadscreens. 8] The KOTOR and, more precisely, DeadlyStream and Nexusmods community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need more information, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
  29. 6 points

    Version 1.0.0

    126 downloads

    Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game. SUMMARY TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup. With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes. This mod also adjusts the orientation of some of the characters to make the scene look a little more natural. TSLRCM is required to use this mod. INSTALLATION Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs. PERMISSIONS Feel free to use this mod however you want as long as the credits listed below are included. CREDITS offthegridmorty L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement) zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102
  30. 6 points

    Version 2.0.0

    60 downloads

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
  31. 6 points

    Version 2.1.4

    4,273 downloads

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas. Current Areas: - Peragus force cage room - Ebon Hawk Medical Room - Peragus Mining Tunnels - Military Base Sublevel Install: Download and extract each to the override directory. Acknowledgements: Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible. KotorBlender
  32. 6 points

    Version 1.0.0

    140 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
  33. 6 points

    Version 0.52.0

    1,719 downloads

    ================================================================ IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE. ================================================================ Description: This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. The process followed is generally: run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work. Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing. A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing. For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue. For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance. For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting. Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file. Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread. There will be three versions of this mod to choose to download: 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files. I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. ================================================================ Compatiblity: For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps. Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions). I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one. ================================================================ Installation: Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps. The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file. ================================================================ Uninstall: Delete unwanted files from the game's Override folder. ================================================================ Thanks for modding tools: KOTOR Tool – Fred Tetra mdlops (used version 7a2) - cchargin, JdNoa NWMax – Joco Replacer - Taina tga2tpc - ndix UR KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides Hex-editor XVI32 2.55 - Christian Maas ================================================================ Permission: Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version. The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago. This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission. As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software. ================================================================ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. KotOR upscale completed list v0_52.xlsx
  34. 6 points

    Version 1.1.0

    139 downloads

    Give the Mand'alor a companion worthy of his station. This mod adds a unique Maalraas, named Galaar (Mando'a for "Hawk"), as a permanent and interactive companion for Mandalore. I've always loved Mandalore as a character but felt he was lacking compared to other party members. This mod helps him stand out by giving him Galaar, a personal Maalraas that will follow him much like Bao-Dur's Remote, and one that will hopefully prove its worth in battle. But Galaar is more than just a follower; he's a character in his own right. His loyalty isn't given freely, it's earned through your actions and, most importantly, your relationship with Mandalore himself. To acquire Galaar, you must head to the Western Square on Onderon. There, you will find a Sullustan merchant named Kobbegg standing near a cage containing the beast. Speak to him, but be prepared to spend a considerable amount of credits for such a rare creature... or find another way to negotiate the price. Kobbegg's attitude and your options will change based on a choice you made long ago on Peragus. Features: A Deeply Reactive Companion: Galaar is a fully interactive party member. You can speak with him aboard the Ebon Hawk and in the field. His demeanor and dialogue are not static; they are a direct reflection of your Influence with Mandalore, shifting from hostile wariness to absolute devotion. A Unique Judge of Character: Galaar forms his own opinions! Ask him what he thinks, and he'll give you his instinctual, animal-level read on every member of your crew. This includes everyone from Atton to HK-47, and even recognizes the GONK droid from my other mod, GONK and Loaded! He Senses Who You Are: Galaar's opinion of you is complex. He will comment on your chosen path, whether you are a Guardian, Sentinel, or Consular, and even recognize your Prestige Class. Furthermore, he intuitively senses your alignment, offering a unique perspective on your journey to the Light Side, Dark Side, or somewhere in between. Planetary Instincts: Galaar can sense the nature of each world you visit. Ask him how he feels on planets from the jungles of Dxun to the tombs of Korriban, and get a creature's-eye view of the galaxy. Lore-Friendly & Interactive Acquisition: The quest to get Galaar is a multi-layered conversation with the merchant Kobbegg, featuring persuasion, intimidation, and even Force-based solutions. Additional Merchant: Kobbegg also operates as a general merchant, selling armor, weapons, and implants. Seamless Integration: If you have my Customizing Droids mod installed, Kobbegg will also sell Droid Customization Kits. Notes: The mod can be installed at any time, but the encounter will only trigger before your first visit to the Western Square. TSLRCM is not required, but is always recommended. Credits: Princess Artemis, for Cati (inspiration) Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
  35. 6 points

    Version 1.0.2

    2,360 downloads

    Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: 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 divided 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 standard 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 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.
  36. 6 points

    Version 1.0.0

    28 downloads

    Description: This is a modder's ressource. In K1 jedi enclave there is a dormitory for visitors with 3 opened rooms. 2 other doors were present in front of the 3 rooms, but were closed (without any geometry behind them). I mirrored the preexisting rooms so now there are 3 playable rooms. Basically you just have to drop the 5 files included into override, but you will also have to edit the doors from the .git because in vanilla 2 of them are closed and the last one is non existent because it was a wall. Disclaimer : This mod should be compatible with anything i guess? The only minor problem with my ressource is that i extended the basic corridor's walkmesh to be able to walk into the new rooms. This is not the "by the book" way to pull it out, but i couldnt manage to make the door links work despite my numerous attempts. So the only downside from this ressource is, if you want to have a different ambient sound in these new rooms separate from the main corridor, you can't. But in vanilla the rooms should have the same ambient sound than the corridor, so its not a huge deal here. I also provided an edited minimap. Credit: Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work as you see fit, just credit me if you use my files.
  37. 6 points

    Version 1.0.1

    130 downloads

    Fixed Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds Pazaak cards and drinking cups to the corresponding sitters in the cantinas. It also fixes the drinking animation for the aqualish in lower city Taris cantina. I realized that there is a bith drinking in the Tatooine cantina, so I tweaked that as well. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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.
  38. 5 points

    Version 2.0

    557 downloads

    In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe texture math breaks at certain angles. Aspyr compatible models are provided with working hilt textures. INSTALL: For Crazy34's New Lightsaber Blade Models: Install the original mod first then extract this Aspyr compatible patch to the override folder. For Vanillas saber models: Exact to override folder. TSLRCM should be installed first. FOR MOD DEVELOPERS: You can use these models. The latest fix was to move the hilt mesh to a separate model and reference it in the blade model. The blade model type is lightsaber and the hilt type is character. These changes were made using KOTOR Blender.
  39. 5 points

    Version 1.0.0

    96 downloads

    Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades. 4 Vibroblades Vibrocutter - vibrocutter Vibroblade - w_melee_05 Zabrak Vibroblade - w_melee_10 Tehk'la Blade - w_melee_27 3 Vibroswords Vibrosword - w_melee_06 Echani Vibrosword - w_melee_21 Sith Tremor Sword - w_melee_22 5 Vibro Double- Blades Sith War Sword - w_melee_12 Vibro Double-Blade - w_melee_15 Trandoshan Double-Blade - w_melee_20 Zhaboka - w_melee_28 Ludo Kressh's War Sword - w_melee_x12 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender
  40. 5 points

    Version 1.0.2

    343 downloads

    Covers regular, short and doubleblade lightsabers Vanilla colors + JCs Extra Saber Colors In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. Hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy main mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze - for the extra colors install JC's Extra Saber Colors first and then extra colors from this mod. Overwrite when asked. To-do - rework the texture, the lines render differently in K1 vs K2 Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1, amazing blade texture, I matched the glowing effect to work with these - JC's Extra Saber Colors for K1, glow effect color matched to be compatible
  41. 5 points

    Version 2.0

    2,170 downloads

    30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher is required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these
  42. 5 points

    Version 1.0.0

    53 downloads

    Simple Reskin - Malachor V KotOR2: TSL ------------------------------------------ Author: Kaidon Jorn October 2025 This mod is a simple reskin of the planet Malachor V All done with random textures from the internet. It's the second time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway. Installation: Extract the .zip file to somewhere on your PC then just copy the subfolder to the game's Override folder. To uninstall just delete the folder from Override. Permissions: For personal use only, do not redistribute the contents herein. Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods. 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 THESE FILES.
  43. 5 points

    Version 1.8.6

    328,649 downloads

    Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet Contact: PM us at Deadlystream Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6 1. Description: ---------- Welcome. Thank you for downloading and installing TSLRCM 1.8.6. This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL. Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be... Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources. http://deadlystream.com/forum/ http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet. http://deadlystream.com/forum/forum/4-tslrcm/ 2. Installation: ---------- 1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6. (Steam and GOG users, skip to point 4) 2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed! 3. If desired, apply the high quality music and/or movie patches 4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues. CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation. Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\ Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\ GOG default: C:\GOG Games\Star Wars - KotOR2 5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful. PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)! 7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme. ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T! * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect. A fresh new game is always the best option for the least amount of issues. 3.0 Changelist 1.8.5 Updated - 1.8.6 ---------- * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk 3.1 Changelist 1.8.4 Updated - 1.8.5 ---------- * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions) * Resolved some AR_Error generation with easter egg background and robes. * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped. * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size. * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices) * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line. * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any). * Fixed graphical glitches in cutscenes using widescreen resolutions. * Atris/Kreia convo intro improved as per gameplay developer comments * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch) * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable) * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion. * Force Persuading Terlyn will no longer require persuasion skill to succeed. * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene. * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure. * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1. * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line. * Malachor Core: Fixed Kreia repeated line by actually intended line. * Touched up Visquis call cutscene. (thanks to Danil_ch) * Fixed several missing awareness and persuasion checks. * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine. 3.2 Changelist 1.8.3B - 1.8.4 ---------- * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy! * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue * Slightly modified pre-Malachor cutscene * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47 * Fixed Remote "complaining" sound sticking around when it should not * Fixed 2 civilians who were lacking their animations in the Telos Cantina * Benoks goons will now always properly leave the cantina * Various fixes for the Telos Academy: ** Fixed some unskippable lines during intro-dialogue ** Fixed inproper fadeout during intro that showed character jump ** Modified Atris entrance ** Fixed a few issues with handmaidens removing PC ** Modified Atris exit * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!) * Modified JJT Tunnel sequences if Mira joins the party * Fixed issue with leftover enemy in arena during ending cutscenes * Various fixes with the Mandalorian Battle Ring: ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases * Added missing animation at start of Disciple cutscene (to match Visas scene) * Slightly improved Disciple warning Admiral cutscene * Added missing "lipsync" (eye flashing) for HK-Factory * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck. * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia. * Fixed Peragus Medical Officer speaking the station warning using the Workshop download. * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia. * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version. * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb. * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them. * Added eye-flashing of HK's to all HK-50 encounters. * Fixed infinite lightside and Atton influence exploit in the Telos Academy. * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game. Additional fixes thanks to Danil-ch; * Wrong Atton animation fix post-Peragus cutscene * Fixed too fast walking Sion on Peragus and Malachor * Improved Handmaiden vs. sisters intro-cutscene * Fixed animation issue with Atris using Force Lightning on Handmaiden 3.3 Changelist 1.8.3 - 1.8.3B ---------- * Additional restored lines for Kreia-Atris cutscene. * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker. * Telos Swoopracing; Traininglap persuasioncheck no longer automatically succeeds. Fixed trainingrun-dialogue not being properly triggered. Fixed several issues with 'improved' or 'deproved' time recognition. * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad). * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin) * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin) * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race. * Missing VO addded to installer. * Fixed the "forfeit" Swooprace-bug. * Added proper camerapoints to modified tutorial dialogues. * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch) * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch) * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading. * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it. * Modified Mira technique teaching slightly. 3.4 Changelist 1.8.2 - 1.8.3 ---------- Not all fixes are listed here (for size and many misc. small changes were made). Check here; http://deadlystream.com/forum/topic/2146-183-preview/?p=25588 for more (but not all) fixes from 1.8.2 to 1.8.3. General - Ebon Hawk; * Several more typo fixes in the dialog.tlk * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon) * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed. * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP). * Restored addition HK-47 lines. * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus). * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro. * Added Atton pazaak scene. * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch) * Extra camera points post-Peragus cutscene. * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced. * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now. * Added a missing Mandalore VO. * Improved quality Kaevee VO. (thanks to danil-ch) * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime) * Fixed issue with Rubat crystals dissapearing from lightsabers. * Fixed Crush sound effect. * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given. * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table. * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch). * Visas' lightsaber will no longer be sometimes invisible during training. * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. Peragus - Telos: * Fixed droids not skittering properly in 102PER * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too. * Fixed Harbinger missing if reloading a save after it docked. * Fixed protocol droid with quest update being repaired during and after convo. * Fixed utility droids re-activating if talked to and reloading a savegame. * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith. * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle. * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile. * Handmaiden will lower her hood when loading the module from a savegame. * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result. * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile. * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them) * Some aestetical improvements to the cutscenes in the endgame of the Academy. * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "Exchange" quest update in 3 different instances. * Bumani Corp Gammorean use proper dialogue line now. * Hidden academy camera changes to show force field. * TSF will no longer assist you in killing the Sullustan. Nar Shaddaa: * Swoop Droid no longer sounds like Kinrath. * Extended attack of the Serroco. * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail. * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy. * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line. * During Mira or Hanharr's escape an actual alarm now sounds. * Reinforcements at the JJT are no longer deleted after the cutscene deploying them. * JJT Map back popup dialogue fixed. * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers. * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set. * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once. * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. * Kreia Premonition cutscene added (thanks to Danil-ch) Dxun and Onderon: * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader. * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426). * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes ) * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that. * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly. Dantooine: * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one. * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine). * Fixed issue with restored Vrook line not turning him hostile properly in the cave. * Fixed infinite Kinrath crystal spawn bug. * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk). * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch). * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way. * Mandalore can no longer run away from his solo-fight. Ravager and Malachor: * Modified broken soundsets. * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene. * Modified Mandalore-takedown. * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can). * Made the fade-in node unskippable since you could, and never make the fade-in. * Expanded the kneel and get drained a bit, instead of it instantly leading to combat. * There's no long pause after killing Visas. * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen. * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying. * Changed Mira camera angle during her lift. * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor. * Light side players will no longer throw the endboss down the core of Malachor. 3.5 Changelist 1.8.1 - 1.8.2 ---------- (all included mods are used with permission!) * Includes 301NAR Txi fix by JCarter426 ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks. * Includes Zez-Kai Ell Revan Overlook fix by danil-ch ** Because, apparently, we overlooked one. Splicing was done well too. * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1. * A few addition grammar fixes. * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal. * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it) * The workbench will now use the skill of the user, instead of the PC when dismantling items for components. * Updated modulesave.2da. * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this). * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update. * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis. * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon). * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it. * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine. * Telos surface; Added lipsync to one of Atton's line since it was missing. * Updated Vash bodies' lightsaber drop. *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes; * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats. * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate. (thanks to BarnzyBobble for his assistance in testing if it worked properly) 3.6 Changelist 1.8 - 1.8.1 ---------- * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question. NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly. * Includese Inverted Droid Feat Gain by Hassat Hunter. ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less. * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable. * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible. * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party. * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected. * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!) * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk. * Corrected small issues with Malachor loading screen story hints, like the first being completely blank. * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated. * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn) English version; * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies". * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht. * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian." * Fixed map note in the HK factory missing it's description. * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr. 4. Mod Compatibility: ---------- The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5 * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton). * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM! Mods requiring compatibility patches (check deadlystream for comp patches): * Handmaiden Choice for Females by Stoffe (AKA RevanAnt) * Admirality Mod by Jinger (AKA Kreia) * M4-78 by Stoney - Use M4-78EP instead! * Slender Female Bodies The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5! This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/. * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7 * TSL Un-Restored Content (TSL:URC) by Zbyl2 * Ravager Rewrite 2.0 by Zbyl2 * Peragus-Harbringer-Prologue Correction Mod by Ulic * Trayus Academy Clothing Fix by SithRevan * Dark Apprentice Holowan Consortium * Lonna Vash Mod by Sikon * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin * Nar Shaddaa Hidden Complex by FrantFire * Get your lightsaber back from Atris by Lit Ridl * Darth Sion vs Master Vash by zbyl2 * Khoonda Lost rooms by Darth_Tartarus * 90SK's SUPER Content Mod * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric * Telos Polar Sidequest * GenoHaradan 0.9 beta by Exile007 * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex * HOTOR 1.6 by Qui Don Jorn * Kreia's Assorted Robe Collection * Trailer Force Crush Sound by Don Kain * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!) 5. FAQ / KNOWN ISSUES --------- Q. I am having technical issues with The Sith Lords! A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need. Q. How do I know TSLRCM is installed? The main screen is unchanged. A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4). Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it. A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix; In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory. Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy. Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them. A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight. Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module... Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load. A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues Q. I cannot spar with the Handmaiden! A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries! Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM. A. TSLRCM 1.8.5 is not USM compatbile. Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads. A. Delete n_darthnihilu001.ntc from your override. Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton. A. Delete p_kreia001.utc from your override. Q. Double Atrises during final confrontation/No dialogue after sisters are defeated. A. Delete the following files from your override, and load a save from before starting the confrontation: a_atrend2.ncs a_atrend3.ncs a_kreatris.ncs a_sisend.ncs n_darthtraya001.utc Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor. A. Delete k_003ebo_enter.ncs from your override. Q. Dialogue fast-forwards/cutscenes without sound. A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again. Q. I have issues with the grass on Dxun/Rebuild Enclave. A. This appears to be an issue with ATI-videocards. Try using the textures found here; http://www.lucasforums.com/showpost.php?p=2824280&postcount=14 Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3? A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty. Q. Does the mod include [x]? A. Please check our semi-complete inclusion list at: http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/ Q. Why did you fix [x], that wasn't a bug, that was a feature. A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game... Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ You can also ask at moddb, but I visit that site less frequent... 6. UNINSTALLATION ---------- Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe. 7. CREDITS: ---------- Major Contributers: * Jinger/Kreia - the Rebuilt enclave and Handmaidens * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa * Savvy30039 - the new animations * SWfan28 - scripting genius of a lot of areas * Pra_Viilon - launcher * Danil-ch - Various fixes and cutscenes * HK-47 & Sith Holocron - VO splicing Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix DrGhent - Lightsaber parts icon fix Darth_shan - Bao-Dur shader fix Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource Darth Insidious - Goto's Yacht Window Fix Danil-ch - Female Revan overlook fix Jcarter426 - TXI-fix Kainzorus Prime - PMHA03 Restoration Voice Acting: * Usagi - Kaevee * Zhaboka - Taris Traveler Beta Testing: * Lord of Hunger * TriggerGod * Pra_Viilon * Garfield * JoewJ * DarthDac Translations: * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French * Alec, Salk, Cair - Italian * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish * Pestilenz, Lex, Ero, Hib – German * Drazgar, Allard – Russian Special thanks to: * Sith Holocron - for his all-time support and VO splicing * Ulic - his inspirational Peragus modification * Markus Ramikin – for some other minor fixes * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream * Darth_Sapiens - Main menu logo 8. DISTRIBUTION NOTES ---------- Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta. Thanks to tk102 for the dlg editor. Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible. Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too! 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 MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. ThESE modS may not be modified or REdistributed without the explicit permission of the authors. Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware™ and the Odyssey Engine are trademarks of Bioware Corp. Obsidian™ is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 2014
  44. 5 points

    Version 1.2.0

    1,185 downloads

    Gives Mandalore the ability to call a squad of Mandalorian allies to follow and aid in battle, with new allies unlocked as you advance through his personal quest. SUMMARY Mandalore has a personal sidequest which involves helping him reunite the Mandalorian clans by recruiting groups of Mandalorians you find on different planets. There is not really a reward or impact of this quest except for influence which unlocks some new dialogue and backstory. This mod adds incentive and impact to this quest in the form of a new ability which allows Mandalore to call soldiers from his growing army into battle. Mandalore will be given the item “Mandalorian Comlink" which allows him to call from a list of allies by allocating points and spending a small sum of credits. Points reflect the galactic strength of the Mandalorians and determine the quantity and power of forces you can summon. This will grow as you advance through his quest. This mod also beefs up and arms Esok, the Mandalorian leader on Dantooine, who is normally unarmed and puts up an underwhelming fight. If using the default version of the mod, this should be installed prior to Mandalore joining your party for the comlink to be in his inventory. If not, he will get the item upon recruiting the first group of Mandalorians. If using the Snigaroo Cut, install before boarding the Ravager. Otherwise you can get the item using the cheat "giveitem mandradio". DETAILS Allies & Points To summon an ally, you need to pay credits and allocate points for the area you are in. You will start with 1 point to spend and 1 ally to choose from. As you advance through the quest and help Mandalore recruit more Mandalorians, he will gain additional points and unlock new, more powerful allies to choose from. See list of available allies below: ----------------------------------- ----------------------------------- By recruiting both Mandalorian groups you will have 4 points in total to spend on reinforcements. When using only 2 party members (main character and Mandalore), you will get 2 extra points to spend. That means with the quest finished and without a third party member, Mandalore can allocate 6 points at a time to an area. Allies will remain in the area they were called to until dismissed or until new forces are called to a different area. They can’t follow between modules. By default the comlink will work on Dxun, Onderon Part 2, and the Ravager. It will become useable on Dantooine and Nar Shaddaa after recruiting the respective groups on those planets. The comlink will not work on Telos, Korriban, Malachor, Onderon Part 1, or Goto's Yacht. Commands Mandalore can issue the following commands: 1. Follow - Default behavior. Mandalorian allies follow Mandalore. 2. Wait - Allies will stay wherever they are. 3. Search and Destroy - Allies will search out nearby enemies and engage them. If no enemies are found, they will revert to Follow behavior. The Snigaroo Cut As of 1.2, there is an option to install For Mandalore! - The Snigaroo Cut™, a lite version of the mod which is a more streamlined and vanilla-plus experience, based on testing and design input by Snigaroo. This version has several functional differences to the default version of the mod: 1. The comlink is only available on the Ravager. 2. You start with 0 points, but gain 5 points per Mandalorian group found, allowing for 10 points total to spend. 3. Spent points cannot be regained. 4. Credit cost is removed. 5. Mandalorian allies can follow across the Ravager modules. I recommend this version if you're concerned about balance or want to keep things more vanilla+. Note this version requires TSLRCM. INSTALLATION To install, run HoloPatcher.exe and select an install option. There are three options. If you do not have TSLRCM installed, you can only install the full Non-TSLRCM version. If you have TSLRCM installed, you can choose between either the full TSLRCM-compatible version or the Snigaroo Cut, which requires TSLRCM. Only install one of these options. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. Remove 303NAR.mod and 605DAN.mod from the Modules folder. 3. Move any .mod files inside backup/Modules to the Modules folder. 4. Move any files inside backup/Override to the Override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY & OTHER NOTES Compatible with TSLRCM as long as TSLRCM is installed first and either the TSLRCM-compatible or Snigaroo Cut install option is selected. Note about balance: Having a squad of Mandalorians at your side will obviously make fights easier. This mod is made for fun, but I have tried to keep balance in mind. Allies are scaled similarly to enemy NPCs, minus their damage bonus, so they will not be powerful enough to take on most groups of enemies alone. The credit cost, while modest, hopefully encourages more careful use of the ability. If you are concerned about disruption of balance and want a more slimmed-down version of the mod, install the lite version which limits the use of the ability to one section of the game. Search & Destroy behavior can be a little wonky indoors, where NPCs sometimes have trouble pathfinding long distances. They may teleport or disappear temporarily. Switch them back to Follow if you lose track of them. I welcome feedback on balance or features of the mod. Please report any bugs or general weirdness. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty Snigaroo - design, testing, writing on The Snigaroo Cut KOTOR Tool - Fred Tetra HoloPatcher - Cortisol TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol Screenshots use High Quality Blasters.
  45. 5 points

    Version 1.0.0

    62 downloads

    Alternate Coruscant Skybox [Day Time] A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: Sith Holocron DESCRIPTION: I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you! These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod. INSTALLATION: Place all of the TGA files into your Override folder. UNINSTALL: Remove those files from your Override. 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.
  46. 5 points

    Version 1.0.3

    334 downloads

    Human/Alien NPC Diversity (KOTOR 1) Knights of the Old Republic is a wonderful game, but it still reeks of the technical limitations of 2003. The galaxy is full of clones where NPCs have very few unique appearances. After Leilukin released her mod for male Twi’leks, I decided to take my own shot at humans. With the help of SpaceAlex’s K1 Enhancement Pack and many other modders' resources, this mod gives many human NPCs (and some aliens) more diversity throughout the game. Many heads were from SpaceAlex’s K1 Enhancement Pack, an unfinished mod he released to the public as a resource. Many others use player heads. If an NPC uses a head you use, don’t worry. The backuphead feature from appearance.2da ensures the NPC will use another head if the PC uses it. Incompatibilities: This mod will be incompatible with any mod that edits the same NPCs. Most notable includes N-DReW25's Czerka Redux, Galaxy of Faces and K1 Clothing Pack as well as Leilukin's's female Twi'lek NPC diversity mod. Credits: SpaceAlex for K1EP. DarthParametric for the Fat Commoner Models. Leilukin for her Diversified Twi’lek males which was the main inspiration for this mod. CaptaineSpoque for the Clothing Resource, many of which were used in this mod. Effix for the Jolee Alternative mod and Taris Dueling Arena Adjustments which two heads were used from. Redrob41 for the Combat Suits Modders’ Resource. Silveredge9 for BOSSR.
  47. 5 points

    Version 1.0.0

    160 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.
  48. 5 points

    Version 1.0.0

    201 downloads

    This is a dump of most of the double and single saber hilts from The Old Republic (as-of May 2025) as FBX files. There are 207 single hilts and 158 double hilts, although note that somewhere between half to two thirds of these are just texture variants, while a not insignificant number of the rest are just minor mesh variations (e.g. different emitter shroud). Notes: The meshes have been scaled to a rough ballpark approximation of KOTOR's hilt size, but will need manual adjustment as well as scene setup (addition of blade planes, etc.). Some will probably also require custom low poly shadowcasters as well, assuming you want to enable shadows. TOR uses texture-based emissive, which will necessitate either mesh splitting or custom mesh creation to replicate/approximate in Odyssey. I have left out some of the more fancy things that TOR gets up to with VFX involving separate meshes with emissive and multiple UV channels. Textures vary in their quality. Many of the launch-era textures are low resolution (256x256) compared to more recent additions (1024x1024), as well as very simplistic and cartoony. The models are similar, with launch hilts often being oversized with minimal geometry detail. Although note that even some more recent additions occasionally have low res textures, even when the models are more detailed. Each hilt archive includes a text file that specifies its material and texture names. Textures are included in their original DDS format. For PS users, install the Intel DDS plugin. For everyone else, you can use TexConv from MS's DirectXTex utilities to convert them to TGA. I have provided pre-swizzled and normalised normal maps in TGA, already in OpenGL format with a blank alpha, ready for conversion to TPC (thanks to ndix UR's normun tool). Check this SWTOR Slicers wiki page for information about TOR's texture setup. Note that the diffuse textures are made for TOR's renderer, so will likely require some adjustment to work correctly in Odysssey. You'll also need to make your own envmap masks. Given the sheer volume of files and the process of manually converting them, it's quite possible I have missed some textures or the like. Let me know if that's the case. If you're looking for a particular hilt and you only know its in-game name (from, for example, Swtorista) check TORCommunity's database (warning, site is often slow as hell) and find its model name in the Detailed Data tab of the item (search for gr2, for example - "Model": "\\art\\dynamic\\weapon\\model\\saber_high12_a01_v01.gr2"). Refer to the SWTOR Slicers wiki page for more detailed information. Posted in the K1 section, but naturally they'll work for either game depending on what format you export the models in. Terms of Use: I make no claims of ownership. This is all taken from TOR's asset files, I just extracted them. Credit belongs to Disney/EA/Bioware/Broadsword. Use as you see fit, although if you use them in a mod release an acknowledgement would be nice.
  49. 5 points

    Version 1.0.0

    281 downloads

    TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well. Bug Fixes: Restored Content:
  50. 5 points

    Version 1.3.3

    3,265 downloads

    Improves the AI of KotOR 1. Changes: - Companions and most other NPCs use blaster feats - Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - Companions now heal every team member properly not just the one controlled by the player (injury check fix) - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster) - Version 1.2.7 and higher supports plugins - Grenade target selection fix List of supported plugins: - Repeating blaster attacks restoration 2.0 by R2-X2 - all of darthbdaman's mods