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Showing content with the highest reputation since 05/04/2025 in Posts

  1. 6 points
    Hello there! This is my first-ever post here on DeadlyStream, and I’m coming with some hopefully exciting news. This month I will be launching a new mod for KOTOR 1: Sleheyron: Story Mode. Built upon the legendary SithSpecter’s 2014 Sleheyron Demo, this new mod will be adding several hours of new gameplay to KOTOR 1. 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! The mod is actually out of development now and is in beta testing. Feedback has been pretty good so far. Bugs to fix, but none gamebreaking. If anyone else is interested in beta testing, please do let me know. This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A several hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story (including a Leviathan rescue). 3: Approximately 30 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. If this sounds interesting to you, I would be pleased to share an early version of my first dialog from the mod, via the Reddit link below. I hope it’s an exciting enough plot hook! https://www.reddit.com/r/kotor/s/EeoYqeLFJ9 And just one small disclaimer: At this time, the mod is not confirmed compatible with other mods. I plan to update its compatibility this summer, however. I look forward to releasing this mod this month!
  2. 4 points
  3. 3 points
  4. 3 points
  5. 3 points
    I have questions. Here are a few . . . to start. What's your modding experience? As you’ve never posted here before, no one here is likely to know of any work you may (or may not) have done before. What's the size of your beta team? Who is working with you on this? Is it mostly a solo affair? Do you have any screenshots other than the galaxy map which could have come straight from Sithspecter's mod? With some minimal research, I see you’ve posted two videos on YouTube. Will all of your characters be aliens? If so, is that why you say there won’t be any AI voices? In those two videos, I don’t think I saw any lip sync for the dialogues? Are you planning to fix that, preferably before the next teaser video release? (But especially before a mod release.) Why are you starting with a planet mod as your first KotOR mod? So, it sounds like there are about 26 new modules in your mod that Sithspecter hasn’t created. Are they actually new or are they reskinned previous modules? Speaking of skins, have you made any new ones? Or is it a combination of recycling of materials found in the base game combined with what Sithspecter may have provided in his previous effort? This last one may be out of left field but I just have to ask: Are there any areas in the mod which render characters as orange colored?
  6. 2 points
  7. 2 points
    Good catch, Salk. I shall look into this when I get around to it. Ahlan Matale's face should be the same though his outfit changes between modules. In the main NPC Diversity Pack, Ahlan in danm13 and danm14ad are wearing two different clothing outfits whilst danm14ad Ahlan is wearing Durasteel Battle Armor. The idea is that he's gone home and changed outfits between danm13 and danm14ab whilst in danm14ad he's obviously prepared to siege the Sandrale Estate himself hence why he's wearing armor. If you install the Onderon Fashion install or the Galaxy of Faces mod, Ahlan will wear fancy Onderon style clothes in danm14ad as you've noticed. Now for everyone else. I haven't been focusing on the NPC Overhaul Series for the past few months what with the much anticipated release of the Revenge of Revan mod's first episode at the start of the year. I would like to announce that I've released the start of the K1 Alien Pack which you'll be able to access once the mod's been approved. Since it's been so long since I first previewed the K1 Alien Pack here in this thread, I've added two more aliens to the release including the Ithorians and Bith... the Duros and Devaronians. As for the NPC Diversity Pack itself, I'd like to fix a problem I've been encountering for a while now. There are plenty of male NPCs, but there are so few female NPCs that I run out of females NPCs for my addons like the Onderon Clothing and the Fat Commoner addons. To fix this issue, I'm considering adding an installation, or just outright adding it to the main install, which adds brand new NPCs into the game. These NPCs will still use the generic VO from the base game and will resemble the normal NPCs, an example of what this might look like is an NPC repairing a swoop bike on Dantooine or new traveller NPCs in the Republic Embassy module on Manaan where there are no traveller NPCs in the base game.
  8. 2 points
    You'd have to strategically replace stuff already listed in the item code list. There are ways to interface with the system, but adding custom codes, like DarthParametric said, isn't possible. Familiarity with the KotOR Tool Templates.bif, Item section. Look at a_light /a_medium / a_heavy / a_robe items. I wrote a Nexus Article about how those items are sectioned, by letter C through K, referring to model in the appeareance.2da
  9. 2 points
    Use module injection: configure TSLPatcher/Holopatcher to edit and put .utc file inside required .MOD file (of the module you want to edit) and not to Override folder. This way characters in other modules won't be affected.
  10. 2 points
    If you're editing NPCs inside their .MOD module files (provided by TSLRCM ideally), you'll need to use a save from before you enter the module you're editing. For example, if you're editing Luxa in 208TEL you'll want to use a save from before you entered that module. Even loading a Peragus save and warping to 208TEL will work. If you do what I've just said and you can't see the changes, chances are what you've done hasn't been implemented properly.
  11. 2 points
    View File Manaan Fast Travel system Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. See Installation section for when to follow these steps. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Another important advice : if you haven't already, you should really consider downloading and installing (before mine) these 2 essential mods for Manaan, for it to look like in the screenshots (especially the blue ground that goes so well with the speeders imo) : 1) Manaan Complete Overhaul by Jorak Uln (animated and better textures) : 2) High Quality Skyboxes by Kexikus (better skies for every planet, including Manaan): Installation 1) Make sure you have the required mods, (especially Capitaine Spoque's unless you don't want to use it), installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Important NB : If for some reason the Patcher can't find your game installation, you may want to look for it manually. In that case, there are some small steps to follow : - Go in the "tslpatchdata" folder - Look for "changes.ini" and open it (Edit or Edit with Notepad ++ for example) - Search "LookupGameFolder=1" in the first section (Settings) and set it to 0 instead of 1 - Save, close and run the Installer again. Now you'll be able to choose manually your game installation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It probably will be compatible with K1R too. However, you might want to know that my mod adds a row to placeables.2da which has a limit of rows, and from what I've understood K1R uses almost all of them. It will be compatible unless you have other mods installed that add rows themselves (BOSSR, DarthParametric's Diversified dead Jedi on the Star Forge, etc.). Apart from that, it will basically be compatible with everything as long as your placeable.2da has less than 255 rows filled (which should always be the case because apart from K1R and BOSSR, no mod adds as many rows to this file as it would require to reach the limit). Furthermore, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation, and also named my files with the most customized names I could, you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/09/2025 Category Mods K1R Compatible No
  12. 2 points
    Hello there Salk! 1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional. 2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this. 3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures. Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!
  13. 2 points
    The nostalgia bug recently bit me and I thought it might be fun to play some KOTOR2, with mods of course! After a bit of tinkering I think I have a working mod set up running on Linux. I thought that my experience might be useful to someone else attempting to install mods on Linux or a maybe a Steam Deck. A fair warning though, I have not had time to play test yet beyond running around on Peragus so there could be issues that I haven't discovered or steps that I forgot that I did. I'll try to update if I run in to any issue but I'm not promising anything, I have a nasty habit of spending days modding a game only to never actually play it when I'm done! First install the native Linux version of KOTOR2:TSL from steam Next download the latest KOTORModSync (currently 1.0.2) https://github.com/th3w1zard1/KOTORModSync - linux-x64.zip - KOTOR.Modbuilds.Rev10.zip (Contains KOTOR2_Full.toml modlist we will be using) The install directly can be found at ~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/ All regular game assets are in the subdirectory 'steamassets', this is where mods will be installed, not in the main game install directory Run the game once to make sure it runs properly, I'm using Arch Linux with Hyprland(Wayland compositor) so I needed to add 'SDL_VIDEODRIVER=x11 %command%' to my launch commands to get it to run properly. The kotor2.ini found in the steamassets directory is not used, delete it. The correct kotor2.ini is found at ~/.local/share/aspyr-media/kotor2/swkotor2.ini Create a symlink to it in the steamassets directory ln -s ~/.local/share/aspyr-media/kotor2/swkotor2.ini swkotor2.ini Backup you KOTOR2 directory in case you make a mistake: tar zcvf kotor2.tar.gz Knights\ of\ the\ Old\ Republic\ II You can restore with rm Knights\ of\ the\ Old\ Republic\ II tar zxvf kotor2.tar.gz Open KOTORModSync and load the installation file (KOTOR2_Full.toml) Create a directory to store mods in (I use ~/Games/KOTOR2Mods/) Go through the mod list and download each mod to you mod directory from the link. Make sure to download The Sith Lords Restored Content Mod as a zip from the google drive link and not the regular exe installer. There are also a few cases where if you download a mod form ModNexus instead of DeadlyStream the name of the zip file will not be correct and needs to be renamed. As of writing this there are 2 issues with this mod list, this first one is with 'Reflective Lightsaber Blades' (New_Lightsaber_Blade_Model_TSL). currently the included version of Holopatcher has issues reading info.rtf files with non UTF-8 encoding and a error window will pop up. This does not actually appear to affect the installation of the mod and can be ignored. This issue will be fixed in the next relese. The second issue is with 'Improved AI' and requires some work. For some reason the zip file you download contains the mod compressed into a self extracting 7z file. KOTORModSync does currently not appear to be able to extract self extracting 7z files on Linux. My Solution was to extract the mod manually, repack it as a 7z file and alter the install instructions (7z on linux can handle 7z SFX exe files just fine). unzip imporvedai.zip cd Improved\ AI/ 7z x Modified\ AI.exe 7z a ModifiedAI.7z Modified\ AI Move the new 7z file to you mod dir and change the mod install instructions to: 1. Extract <<modDirectory>>\ModifiedAI.7z 2. TSLPatcher <<modDirectory>>\ModifiedAI\Modified AI\Install AI Tweak.exe 1 Set your mod directories. Mod Location is the mod dir you created (~/Games/KOTOR2Mods/ for me) and Kotor Directory should be '~/.local/share/Steam/steamapps/common/Knights of the Old Republic II/steamassets/' - Run pre install validation, if there are any issues detected you will need to fix them. You can find a log file in the KOTORModSync directory that can help you troubleshoot issues. - Choose 'Mock case-insensitive filesystem' - Run 'Fix duplicate files/folders' - Click 'Start the install' and cross your fingers, hopefully you set up everything correctly and installing mods should complete successfully. This takes quite a while. - All files in steamassets need to be lowercase, in some cases files installed by the mod will have uppercase lettering. There is probably a better solution but I created the following script and ran it in each directory that contained files that needed to be renamed. Be VERY careful not to run it from any other directory: # !/bin/bash for file in *; do #Suppresses all errors as not to spam errors when file does not need to be renamed mv -v "$file" "$(echo $file | tr '[:upper:]' '[:lower:]')" 2>/dev/null done I was going to try and use Reshade shaders with vkBasalt but unfortunately that was to much for my poor laptop's integrated graphics but it did seem like vkBasalts SMAA anti-aliasing worked better the KOTOR2's build in AA so I stuck with it. To get vkBasalt to work with KOTOR2 on my set up I need to run it through gamescope. Install gamescope, I'm using gamescope-git from AUR but regular gamescope from extra my work for you. If you're trying to follow this guide on a steamdeck you should already be using gmescope. See https://wiki.archlinux.org/title/Gamescope Once you've installed gamescope add 'gamescope -h 1080 -H 1080 -f -- %command%' to your steam launch options and make sure you can launch the game Install vkBasalt fro AUR yay -S vkbasalt copy the default vkbasalt config file to your KOTOR2 dir cp /usr/share/vkBasalt/vkBasalt.conf.example .local/share/Steam/steamapps/common/Knights\ of\ the\ Old\ Republic\ II/vkBasalt.conf Enable SMAA and whatever else you want (I you are going to give reshade shaders a try then the best source of shaders seems to be here: https://github.com/gripped/vkBasalt-working-reshade-shaders) effects = cas:smaa Enable vkBasalt by adding 'ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log"' to your steam launch options. My finally launch options look like this: SDL_VIDEODRIVER=x11 ENABLE_VKBASALT=1 VKBASALT_LOG_FILE="vkBasalt.log" gamescope -h 1080 -H 1080 -f -- %command% And that's it! I hope this will be of some use to somebody
  14. 2 points
    Hey there, Salk. Good questions. Both have been asked before so I probably should have included them in my original post. 1: Yes, I’ve tried to contact SithSpecter. I just haven’t had any luck with it. He has a pending friend request from me on Discord. Plan A was to offer to collaborate, or at least talk out what I had in mind. I’d love to meet the guy, but I also found a 2019 post from him where he said his modding work is going fully private. 2: Compatibility: So I have a few different options for compatibility between my work and SithSpecter’s. Right now the most realistic option, I think, is setting his mod and mine in different areas of Sleheyron. I’ve found that SithSpecter named the city on Sleheyron “Sleheyron City,” so I named my area “Malron District.” I’m looking into the possibility of making the galaxy map planet selection GUI extra large with the ability to click two different sides of the world, for two different spaceport destinations. Click the left half of the planet to get info on Sleheyron City, right half for Malron. If that doesn’t work, I was going to put a shuttle in the modules that let players travel from Sleheyron City to Malron and vice versa. If you’ve ever played SWTOR, I was inspired by the system where players can travel to Corellia or the Black Hole area of the planet.
  15. 2 points
    Hello, SAO1138. I commend you for the ambitious idea, but I do have a couple of questions that perhaps are crossing the minds of other people reading your announcement: 1) Have you tried to contact Sith Specter about lending help in completing his own Sleheyron project rather than embark on a "solo mission"? Now, I must admit I have my share of doubts about whether Sith Specter will ever finish his Sleheyron modification considering the ludicrous amount of time that has passed since its inception, but perhaps dedicated help would have been a way to kick things in motion again? 2) You wrote that you are hoping to make it compatible with Sith Specter's own Sleheyron modification, but we have to be realistic. It won't. Sith Specter must have been working on his own areas, characters, quests, and so on. How could two massive projects focusing both on restoring a new planet ever be compatible? This question connects directly to the first one where I was suggesting that combining forces would be the way to go. Said that, I wish you the best luck!
  16. 1 point
  17. 1 point
    Hi there! I am trying to create new rooms in K1 jedi enclave. I reached Thor110 about this, as he has done it before, and he had really good insights about this. However there is something going wrong in the finalizing steps for this. So here is how i am trying to do it, with detailed screenshots: - First I create my new room model with unique names for every parts/objects... (here, I mirrored a room, in this case i mirrored m13aa_06a). - Then i extract every model files, layout, .vis and walkmeshes into a single folder. - Then i check in blender the correct coordinates for my new room in the layout, i edit my new room walkmesh to be perfectly aligned with the adjacent room (in this case, m13aa_01a). To do this i select the vertices from my new room m13aa_07a, then i select the vertices i want it to be aligned with from m13aa_01a, and i make the vertices from m13aa_07a jump into the exact position from the adjacent m13aa_01a ones. - Then i add the new room to the .lyt and the .vis using Notepad++. - Then i open Gmax/Kotormax to check the edges from the walkmeshes where my 2 rooms meet each other. - Then i convert my 2 model files (m13aa_01a, and my new room m13aa_07a) into ascii using mdledit, with the walkmeshes/lyt/vis files in the same folder to edit the roomlinks with notepad++. - Then i convert the 2 model files back into binary. - Finally i drop all the needed files into override (.lyt, .vis, the new model and .wok files). And after all of this is done, it should work, but it does not. I also edited the .are rooms to add my new one, but it does not work either. To make sure my room links were accurately taken into account, i converted back my edited models into ascii, and i noticed the edited model from the preexisting room in the game did not take into account my new roomlinks that i added using notepad++, everytime i convert it back to binary my new roomlink disappear, so there is something wrong here i guess. Ty for any help, it'd be appreciated.
  18. 1 point
    I assume this is what you're talking about? https://deadlystream.com/topic/5632-black-line-in-middle-of-face/ You could try the Humus GLOverride linked in that thread. Alternatively, you could try a wrapper for DirectX 12 or Vulkan (the Zink archive) - https://github.com/mmozeiko/build-mesa/releases/latest
  19. 1 point
    View File SWTOR Saber Hilt Resource 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. Submitter DarthParametric Submitted 06/02/2025 Category Modder's Resources  
  20. 1 point
    Testing, testing, is this thing on? Dropping a friendly reminder to be civil with each other. Criticism and critiques of a project are fine when constructive, though simple observations of the facts are neither. The same cannot be said of the later interactions here. SH and DP both pointed out and expressed similar sentiments, just a bit differently. It's not right to get on someone's case just because you don't like how they expressed themselves. For one, this manner of dialog is blunt, but typically so. If SAO wants to respond to fair criticisms about their timeline, they can do so when they're online. @The_Chaser_One As far as I'm aware, it's still not the norm for someone not working on or associated with a project to be giving updates and sharing projected schedules, as that can be misinformation or wildly inaccurate. Getting upset when called out on it is rather poor form. Especially when you simultaneously want someone to not post the way they normally post but also won't block them because you like reading their responses. It's always possible to ignore posts you don't like. P.S: On a personal note: Kinda cheeky throwing SH's words back at him here. The statement is still true, as SAO did give a deadline already, when SH's advice would have been to not announce a release timeline. It would have been better to not give a deadline than to miss the deadline. While it could be true that missing the deadline is better for quality, I'd also ask this: is it a good thing that a deadline was missed in a project? Doesn't that mean the deadline was not estimated correctly in the first place?
  21. 1 point
    I am cautiously optimistic about this. I am always looking forward to playing mods that add large amounts of custom content like this, if only just due to the sheer scarcity of them. Please just keep doing whatever you're doing. I don't know if this will be bad or great or in between, but the screenshots at least tell me you've put quite a good chunk of your time into it. That alone is at least pretty promising. Best of luck with this, thanks for the extra screenshots.
  22. 1 point
    Oh yeah i understand thank you Sorry for the stupid question, i should've read that all the way through 😅 Okay so... Turns out i have the same problem, even with the english version 😥 I have nine errorswho looks like : "'EntryList\256\RepliesList\2\Active' does not exist!" https://jumpshare.com/s/bmldUaE8joDa9ldywQmv Maybe does the mod still works even with these errors ? Also im not on the latest aspyr version, but on the previous one called "legacypc" , on steam
  23. 1 point
    It’s done, actually! Just needed a few more days to get the new companion lines in game. if you want to see some screenshots, here’s the Reddit thread. https://www.reddit.com/r/kotor/s/4vtxvvYiLH
  24. 1 point
  25. 1 point
    View File Droid models animation fix Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team. Submitter CapitaineSpoque Submitted 05/30/2025 Category Mods TSLRCM Compatible Yes  
  26. 1 point
    So you want them as random loot? Given the specified level range, this is presumably for TSL. Its vanilla random loot table script can't be decompiled via DeNCS, but @JCarter426 has been beavering away at an alternative for years. I'm not exactly sure what your options are for either including it as an addon for that or trying to integrate it into the vanilla system.
  27. 1 point
    @tff500 Overriding the whole .mod files is a very bad idea for compatibility. What even did you do in these ? Some of them aren't even about Korriban
  28. 1 point
    A head consists of one entire model. The hair isn't a separate model as in other games. So, if you wanted to add more hair options for the player, you would need to add new heads. The basic steps for adding a new player head are to make the new models and textures, add new rows in appearance.2da, heads.2da, and portraits.2da, then ideally set up an installer with TSLPatcher to handle references to these newly added rows correctly.
  29. 1 point
    This seems to be an exact copy and paste of the private DM you sent me, do know for the next time that there is no point in messaging someone in private if you're just going to ask the exact same question in a public thread. But as for your question, LoneWanderer's answer is the correct one - the module injection method is the only way you can modify NPCs without NPCs in different modules being affected.
  30. 1 point
    As I might've previously said I would do, this has been fulfilled in my new Kotor II Restored Content Plus mod, formally N-DReW's Mini Mod Collection for TSL. I believe I sent you the changelog list early, though if you've lost it it's now included in the mod. If during testing you see that this problem hasn't been fixed (it should've), or any other problems (there shouldn't be, but just in-case), feel free to let me know and I'll get right on it. I also analyzed Visually Repair HK-47 and that mod simply patches the content into a fresh TSLRCM hk47.dlg meaning it should (hypothetically) be real easy for Kexikus to make a compatibility patch.
  31. 1 point
    N-DReW's Mini Mod Collection is dead! Long live Kotor II Restored Content Plus! My former Mini Mod Collection, last updated in 2022, has evolved into a new mod. As the old Collection was mostly restored content, that mod has now become a restored content centric mod whilst the bug fix elements of the old Collection have since been transferred to my Bug Fix Collection mod. Whilst the format of K2RC+ is similar to my Kotor I restored content mod, the RC-K1CP, this new mod is NOT a replacement/alternative to TSLRCM like RC-K1CP is to K1R. Instead, K2RC+ is an addon FOR TSLRCM restoring cut content TSLRCM either missed, didn't know exist, or don't want to restore. This mod is also highly decentralized meaning you can choose to avoid certain restorations if you don't want them. The mod is already updated, and unlike RC-K1CP there are plenty of screenshots of the mod page of some of the restorations in-game. I'm sure some of these restorations look as if I'm really scrapping the bottom of the barrel for content restoring things I'm sure we can live without, and then there's the street dancer content that was cut from the Citadel Docks. I'm certain most of you looking at this mod will notice the restored unique appearance for the Harbinger Captain. And I know for a fact the only reason you care about this unique head is so that you can ask "Is it compatible with Fixed Hologram Models and Admiralty Redux for TSLRCM?" And the answer is... kind of. Unless DP updates his mod to give his Republic Captain this head, you won't have this captain with the fixed hologram, though if you install the Unique Appearance Restorations component of K2RC+ first and then Fixed Hologram Models and Admiralty Redux for TSLRCM afterwards you'll get Ralon's new appearance and you will get DP's own Republic Captain with the Hologram fix. Much like my RC-K1CP WIP thread, I'll be posting updates to this mod when I get around to tinkering with future restored content for this game. For a full list of restorations in this mod, please visit this link!
  32. 1 point
    I think it's because he didn't get the trigger for the HK factory quest. I just did a playthrough where I didn't get the cutscene where HK-47 tortures the HK-50 and all that happened when I finished the Ravager was I was in the Ebon Hawk and it was in hyperspace. That's probably one trigger for this glitch.
  33. 1 point
    I actually didn't know that. Nice one. However, I still think the best place to ask important questions is at the bottom of that page ( https://deadlystream.com/files/file/2739-manaan-rapid-transit-system/?tab=comments ) in the comments section. Then you just have to scroll down instead of clicking a button. It's not a big deal, but beginners like me might not know that this "Get support" button is actually important. I always look at the Reviews / Comments section first and I'm pretty sure I'm not the only one.
  34. 1 point
    Hey @Salk , glad you like it ! For the textures, there are several main reasons : 1) Actual reasons : - I wanted to use @LoneWanderer's modders' resource's SWTOR speeders as I thought they looked great - The yellow taxi was looking bad with Manaan colors imo ; Furthermore, from what I've understood, Ahto City and Manaan have basically 2 main colors : blue and white / grey. Thus, the choice of model was quite obvious. - As you said, the yellow taxi, when compared to Capitaine Spoque's mod, could imply that you would have to pay. I have included plot explanations for why it is free, for more realism. 2) Plot reason : - The speeder, in my interpretation / explanation, could be built by an Ahto City's official public company, which is why the security selkath now has his new line. Therefore, the speeders' colors should match the city's. I have my own question though. Why don't you comment directly on the mod's page ? This way, more people would see your comment as well as my answer ! Have a nice day/evening !
  35. 1 point
    So the bikers are not creatures, but models within the level geometry. They do not use at all a row in appearance.2da. That's why they use a different model from niktos and different texture names I edited this using Blender. No problem! It's a part of the huge Kotor Expansion Pack i'm working on right now, i'm trying to release some of this stuff as standalone. Ty for your feedback aswell, especially regarding the music!
  36. 1 point
    Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.
  37. 1 point
    I would rather post the screenshots when it’s actually finished. But that being said: if you want to message me on discord (I’m sao1138), I’d gladly send you the beta download link. You could then take and post whatever screenshots you like. There are still bugs I’m fixing in the beta, but it is a full story that can be played from start to finish. Otherwise, I’ll be back in a week or two with more info.
  38. 1 point
    I think your estimate of being finished within a month is unrealistic. When I was asking about skins, I was mostly wondering about what you are reskinning the environments with and not your new characters. Have you made new environment skins? And if you have pictures to post, post them here in your WIP thread. That's what it is for, right? Edit: And if you're posting pictures, can we see a map of one of your new 26 modules that Sithspecter did not make?
  39. 1 point
    Hello there everyone ! I'm sorry to be that late, unfortunately when you all wrote these posts I was 8 years old... If you're still playing the game, I just made what you need :
  40. 1 point
    View File Proper Korriban quests ending Main idea Have you ever, while playing KOTOR, been disappointed by the way the prestige quests’ storyline on Korriban was organized, because you couldn’t tell Uthar Wynn about every quest you’d done before going to Naga Sadow’s tomb just because you “had enough prestige to become a Sith in full” ? And then, they would stay in your quests journal forever. Or maybe, you were annoyed when you discovered that to finish Ajunta Pall’s quest, you had to give away his sword and you couldn’t get it back ? Especially with amazing mods that make it look so beautiful and actually enjoyable in-game ? Personally, I’m thinking about Ebmar’s Legends blade. If, like me, this made you upset, and/or if you want it to be fixed for your playthrough, this mod is for you. You might, if you’re really into modding, have installed some files from K1R that remove the quests from your journal once you get to Naga Sadow’s tomb. The K1CP also removes the quests when going to Naga Sadow's tomb. So no worries, with K1CP a part of the issue is fixed. However, I promise you, this is a way better alternative, as it could be considered added, but also restored, content. This is my first relatively big/important mod. It contains 3 main components. You will now have in your game : 1) The possibility to tell Uthar about every prestige quests you’ve completed, even after reaching max prestige. You will, to get this dialog option to actually make the difference, have to complete one or several prestige quests after having reached max prestige and Uthar giving you his speech about Sadow’s tomb. You do not need to do the full quest after that dialog, but only to report to master Uthar BEFORE going to Naga Sadow’s tomb for your final test. To be very honest, this is mostly for dark side players, but I’m sure there are lots out there. Furthermore, I’ve played as a neutral/slightly light side character and I still had that problem (1 or 2 quests I couldn’t finish). 2) My best work on this mod in my opinion (or at least the most time-consuming one), the possibility to get Ajunta Pall’s sword back in every situation, after having completed your final test. I added new dialog options, adapted to the character of Uthar, with voice and synchronized lips movements, all for realism and better insertion into the game. If you really want to know where the sword will be, please look at the spoilers section in the ReadMe file. However, I do not recommend it. It’s always better to find out in the game. For the best game experience, I advise to do Korriban after the Leviathan part and to gain Uthar’s full trust in order to get his dialog at the very end of the planet’s storyline (after having killed Yuthura). HOWEVER, no worries, it will work if you side with Yuthura aswell, or even with none of them. It will also work if you haven't gone to the Leviathan yet. The way to get back the blade will just be different. 3) New rewards for every prestige quest you report to Uthar. They will be credits (the quantities of which increase as you complete quests), but also and mainly custom new items, as shown in one of the screenshots (I didn’t put everything to not spoil them), that I made the most lore accurate possible (not only to the game itself but also to the period’s lore). There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time, focus and perfectionism on this, but if you do find one, please tell me so I can fix it. Don’t be too harsh, I’m French, and English is by no means my first language. Same goes with the new items. They should be good, but if you think they are over/under powered, feel free to tell me about it. Optional I’m sure you will be pleased to know this mod is very customizable. It has 3 main very useful options, which you will find in my “Optional” folder : 1) “Darker unique Ajunta Pall's blade” : this will give Ajunta’s blade the red variant of IRobert’s double vibroblade’s mod instead of the white one you find in Ebmar’s mod. To me, white is beautiful, but doesn't really fit a sword imbued with the dark side (if you don’t agree with me, just ignore this option). It will also give some other swords a new variant (more lore accurate imo) so Ajunta’s one gets to be the only double red sword in the game, in order to make it more unique. For this option to work, Ebmar’s mod is mandatory. 2) “Holocron + Lashowe killed = 1 prestige only” : This is for people who don’t want to miss any of my items (or the necessary prestige level to begin the final test’s plot to be reached so easily). It’s very simple. In the vanilla game, you get 2 prestige points for bringing the Holocron to Uthar while telling him you killed Lashowe. This will reduce the bonus to 1 prestige point. This is perfect for people who aren’t afraid of being stuck because of prestige level too low but who still want a plot-friendly experience, as you don’t notice the reduction in-game (the dialog still makes you think you gained more prestige). Note that my rewards only go to 9 prestige points, which is the maximum you can get if you have this option. If you don’t take it, know that you can reach 10 prestige points, in which case you will not only lose one of the rewards, but also not get anything for reaching 10 points. 3) No Ebmar's Legends Blade : If, for some reason, you don’t want to use Ebmar’s Legends Ajunta Pall’s Blade, please put this folder’s files into your Override folder after having installed the main mod to make it compatible with the vanilla sword. Finally, there are 3 smaller but not less useful options. If, for an unknown reason hidden deep within your mind : - You don’t want to get the new items while completing your quests : After having run the installer, delete givePrstg_reward.ncs from your Override folder. - You don't want Ajunta Pall's blade back : After having run the installer, delete gvPallswrdkll.ncs ; givRvn_swrd.ncs ; kor35_enter.ncs and kor39_utharwynn.dlg from your Override folder. - You only want the prestige quests fix : you don't have to run the installer, just take kor35_utharwynn.dlg and mostintrstng.lip from the "tslpatchdata" folder and put it in your Override. Same for mostintrstng.wav but you put that one in your Streamwaves folder instead of Override. Yes, it's basically only 3 files that were needed to fix this... I was really surprised when I saw no one did it before me so I thought I'd do it myself, with some improvements. Requirements For the main part of my mod (prestige quests fix), nothing is needed. If you don't want the new items nor Ajunta Pall's blade parts of the mod, jump straight to the installation section. For the Ajunta Pall's blade AND new items parts of my mod to work, you must download 2 other mods first : 1) [K1] Vibroweapons replacement pack retexture by IRobert : 2) [K1] Legends - Ajunta Pall's Blade by Ebmar : This one is optional but highly recommended. It is needed for main option 1. If you really don’t want to use it, see 3) in optional section. Installation 1) Make sure you have the necessary mods installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it Important NB : If for some reason the Patcher can't find your game installation, you may want to look for it manually. In that case, there are some small steps to follow : 4) If you want 1, 2 or the 3 options, open the right folder(s), take all of the files and drop them into your Override folder (after the main mod). 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. See in the ReadMe file for uninstallation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will not be compatible with any mod that modifies Uthar’s dialog in the Sith Academy and/or in Naga Sadow’s tomb. If you encounter any issue, feel free to report to me. Thanks 1) LanguageWriter123 (aka CollisionalConch), without whom I literally couldn't have made this. His help with the scripts and dialogs was essential, given the beginner with KOTOR modding that I am. 2) SAO for his excellent and detailed advices as well as his suggestion to make new custom items instead of using boring vanilla ones. Thanks to his help, every new item has a backstory that you can read when you get it (or later). 3) JCarter for his exhaustive and accurate help with teaching me how to make lip files. 4) IRobert for his amazing Vibroweapons replacement pack for K1. My mod would be a lot uglier without it. Other credits to seph6, Deadman and RevanDark for the vibroweapons, DarthParametric, BioWare and LucasArts. 5) Ebmar for his Legends - Ajunta Pall's Blade for K1. Man, this sword is gorgeous. 6) All the amazing people who made the awesome tools I used for this mod : Lips tools, Holocron Toolset, KOTOR Tool, Kotor Scripting Tool, ERFEdit, TSLPatcher tools and HoloPatcher. 7) The KOTOR and, more precisely, DeadlyStream 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 to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/03/2025 Category Mods K1R Compatible Yes
  41. 1 point
    v1.2.4 of the project has been released on GitHub in the releases section. https://github.com/Thor110/Expanded-Galaxy-Main Main Patch Notes - Quite a number of changes, all relatively small. Port Patch Notes - A lot of changes and the inclusion of a custom launcher which I have been holding back for a while now. Brotherhood Patch Notes - Not many changes, this is just a release to keep it in line with the other parts of the project, this still remains largely a proof of concept that porting other mods is fairly easy and requires little work. It's worth noting that Brotherhood still isn't fully tested. I have been holding back this latest release for a little while now, it's still far from perfect but the new launcher makes things a little more fancy! Also, a reminder, that my current goal is to finalise the creation of this foundational framework for expanding the games before adding in new content. My next step is to finish writing the Save Importer and Save Converter into the launcher, which will allow users to import saves from KotOR1 to use in the port and import completed game saves from KotOR1 to effect the choices you can make in KotOR2. From there I can finally begin to think about laying out the additional content for the new worlds in both games. As well as creating an overhaul portion of the project that updates the games visuals, models and textures. Extra Notes : Thor110
  42. 1 point
    when i try to extract i get an unexpected error 0x8096002A any work around? cause all that extracts is a folder thats empty named source
  43. 1 point
    View File Better Stealth Toggle An autohotkey script that makes stealth much less of a chore to use. I always hated having to manually dismiss the popup when entering stealth mode and AGAIN when disabling solo mode. This fixes that. How it works: You define a single key that when pressed will either: 1. put the currently controlled character into stealth mode; or 2. disables solo mode (which also takes you out of stealth mode). In both cases the popup is dismissed when you release the key. So... You just need to set up the script to use your preferred key and also tell it what keys are bound ingame to your solo mode and stealth mode... and have the script running while running the game, of course. You can edit the script using notepad or whatever. I made notes next to the parts that need to be changed NOTES: 1) I made three notes within the script where you'll need to make changes to make this work for you (keybinds). 2) The script may need some customized tweaking because it taps a pixel at screen location X=53, Y=1000 in order to detect if the currently controlled character is in stealth mode or not. I'm running the game at 1920x1080, so if your resolution is different, this won't work "out of the box". 3) Let me know if it doesn't work and I'll work with you to fix it. 4) Also, I can only play the game in windowed mode and I don't think it'll work in fullscreen... so I won't be able to help if it doesn't work in fullscreen mode for you. You can download autohotkey here: http://www.autohotkey.com/ Submitter Daemonjax Submitted 06/19/2015 Category Mods  
  44. 1 point
    Dear Deadlystream comunity, I've been reviewing my personnal repositories on github recently and thought you would appreciate me putting in public my KotOR Savegame Editor repository: https://github.com/nadrino/kotor-savegame-editor. This version has been "forked" from the latest release of @Fair Strides (Deadlystream link). I quote "forked" as the source code had not properly been released on a dedicated git repository, so the original perl code was extracted directly from the archive. I remember having a couple of discussions with Fair Strides, but I never really had time to do a public release. This version adds a couple of very useful features that weren't present in the origianl KSE code: - Adding screenshot display when selecting a savegame // muuuch easier to find the save you're looking for! - Ability to change the player position: X, Y, Z // YES it is possible! Altough you need to put coordinates that are valid (see blue areas with Kotor Toolset maps) - Ability to read and modify the doors on the maps - Ability to read and modify the inventory of the placeables - Ability to read and modify the inventory of the stores - Adding Creatures section under Area - Adding full support for ASPYR kotor versions (linux/macos) - Adding compatibily with compressed ASPYR save files (Nintendo Switch version) // those file are actually just simply compressed - A couple of bug fixes and optimizations while reading/writing your savegame files Hope you will enjoy this fresh version of the good old KSE 😄 EDIT: For everybody to get access to this version, one of the staff member could create a dedicated dowload page for it 😊 Cheers, Nadrino
  45. 1 point
    free way: )0 install kotor/TSL )1 load a save or create a new one tap caps locks botton )2 warp to a module )3 the HUD should disappear now )4 load another save the HUD should still be invisible )5 start recording not-so free way: )0 install kotor/TSL )1 install and purchase 3dsmax )2 open 3dsmax )3 adjst camera angles character aminations ect. )4 download and install kotor tool )5 open kotor tool )6 this allows you to add new npcs stores modules ect. credit: all kotor movie makers (darth varkor kotor channel darth yecy kotor hex ME)
  46. 1 point
    So after more than one year here I am posting again. I'm still working on my machinima but I wanted to show and release something for this new 2022. @Liserg asked me once again to port Darth Sion to K1 so I did and I plan to release him just like I did with the other Sith Lords in the past. He even has his own unique walking animation! I also recreated his iconic rage healing Force Power with a custom effect: As for the Vorn issue I mentioned in the posts above, I managed to fix it. It seems I was looking into the wrong dialogue. Apparently tat18_vorn.dlg is the own conversation for that NPC but it's not the one it plays in the cutscene when you have to face him. tat18_vorndroid2.dlg is the one that plays instead. And if you notice there is a TALK_FORCEFUL animation set for Vorn in that one. So that explains why he wasn't playing the nomal talking one when I changed the modeltype but the thugs were (as they don't have anything specified). Apparently the engine sets the TALK_NORMAL animation by default when the S modeltype is set. But if you change it to F and specify another dialogue animation then it defaults to the PAUSE1 animation. So I thought I would create one TALK_FORCEFUL animation for the piggies (I don't know if this is worth it, dunno if there are any other moments where they use it but whatever) and this is what I got: If you think this is decent I can release a pack for the Gamorreans animations in the downloads section. Hope you all have a fantastic New Year!
  47. 1 point
    Hmm, interesting I've used blender and the like before. So that might be an option. Out of curiosity what should I look for exactly in terms of the tutorials if you were to narrow it down? I would prefer in-game as I've fiddled with 3d stuff before and it's very tedious. The biggest thing I'm most curious about are the random walking or fighting scene
  48. 1 point
    I like this one as a replacement for I_Mask_006, more than the fighter pilot type mask with the hoses above. (Though I do like that mask ...)
  49. 1 point
    Another breath mask option: There's a lot of fixing required for some of these due to backface culling issues.
  50. 1 point
    Since I believe that nobody has yet reported whether or not BOS:SR is compatible with K1R, I decided to play through BOS to test compatibility. This test run was done on the 4 CD version of the game, on a Windows 8.1 computer. I have encountered issues before with this computer's graphics card, but I believe that I have sorted out the graphics card-based issues with those caused by other things. As far as mods, K1R version 1.0 got installed first, followed by BOS:SR and the v.1.1 patch. I also installed the following mods in my game (not sure about the order, sorry): -Extreme Conditions Combat Robes: http://deadlystream.com/forum/files/file/405-extreme-conditions-combat-robes/ -Duel Room Final: http://deadlystream.com/forum/files/file/559-duel-room-final/ -Proper Manaan Quest Endings: http://deadlystream.com/forum/files/file/557-proper-manaan-quest-endings/ -Lightsaber and Force Forms (originally v. 1.0, but v. 1.1 later installed over it -- I think): http://deadlystream.com/forum/files/file/520-lightsaber-and-force-forms/ -Tomb of Exar Kun (uninstalled before the actual playthrough, but I keep it here in case there could somehow be some effect): http://deadlystream.com/forum/files/file/587-tomb-of-exar-kun-by-deathdisco/ -K1 FP Pack by Insidious (can't find a link, sorry) So then, the burning question: are the two mods compatible? Well... There are no gameplay issues or bugs that were not present before -- only problem I encountered was the game crashing when a bunch of Brothers of Shadow exploded into existence , but on a second attempt, that was not an issue. The mod can be fully played through. However, there are a number of graphics issues that can be annoying and, in one case, make things quite frustrating for new players of the mod. These mostly came in the form of appearances being changed, as in one character (usually a character) appearing as a different one. However, since the other appearances seem to all be from BOS:SR, I'm not sure whether the problem was with K1R, another mod (if this is the case, it's probably the duel room), or simply a faulty installation of BOS:SR. I've included a full list of the appearance bugs below under spoiler tags; if you haven't played before and don't want spoilers, than don't look under them. The first spoiler tag contains the one bug that might hamper new players' gameplay, use that one if you're stuck, and it may have the answer. No matter whether these graphics bugs were caused by K1R or some other factor, BOS:SR can definitely be played through with K1R installed, and does not seem to cause any issues with K1R either. Disclaimer: I played through this mod rather hurriedly, so it is possible that I may have missed something.