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7 pointsMay the Fourth be with all my old buddies here at Deadly Stream! Major props for keeping this community going over the past two decades!
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6 points
Version 1.1.0
27 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 -
4 points
Version 2.0.0
138 downloads
While you sleep in the medical room, C3-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift - Music Volume During Dialogue Fix - Borderless Windowed Enabler How to use: Place C3-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. 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. 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/kotormods/tree/main/C3-FD_patcher -
4 points
Version 1.0.0
13 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. -
4 points
Version 1.1
53 downloads
I loved the idea of Remote Influence Mod, a mod created by tk102 in which Bao-Dur's remote could tell you the influence of each of your party members. The issue is that TSLRCM has a modified version of Bao-Dur's remote dialog file in the override folder, creating compatibility issues with the Remote Influence Mod and TSLRCM. So I decided to use the security system computer on the Ebon Hawk to display this information instead of the remote, which should make this mod way less prone to compatibility issues. -
4 points
Version 1.0.0
86 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: -
4 points
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4 pointsI was mentioned in Episode 110 of A More Civilized Age: A Star Wars Podcast for my same-gender romance mods for KotOR 2!
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3 pointsHello 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!
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3 points
Version 1.0.1
34 downloads
Gives each of the Jedi Masters a unique set of robes. TSLRCM required. SUMMARY: This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris. For example, now Vrook gets a set of red robes inspired by his K1 robes. See screenshots. The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below. Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla. NEW ROBES: Click below to see the robe stats. All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member. INSTALLATION: Make sure TSLRCM is installed first. Run HoloPatcher.exe and select the main install option. After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: Remove the following files from override: a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder. Move any files inside backup/Override to the Override folder. To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last. Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes). Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes. Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch. Should be compatible with Thematic Jedi Masters. PERMISSIONS: Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod. CREDITS: offthegridmorty Sikon, Leilukin - source files for Lonna Vash Mod patch KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use New Lightsaber Blade Model by Crazy34 -
3 points
Version 1.1
94 downloads
In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles. The fix is to simply change the model type from 'lightsaber' to 'effect'. This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL. Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models. -
3 points
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3 points
Version 1.3.0
2,191 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 -
3 points
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3 pointsThere have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
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3 points
Version 1.0.0
44 downloads
Fullscreen replacement loading screens for TSL. All loading screens are included. How these were created: - Captured in-game screenshots with a low FOV - Reshade effects were used for sudo-raytraced lighting and color correction - Used GIMP to apply smoothing and anti aliasing - Applied and blended 3 different "paint" filters, in GIMP - added dark gradient at bottom of screen to make text more readable -
3 pointsI'm hoping someone will be able to extract the texture from the relevant KotOR1 Dantooine module for the Lethisk-class armed freighter. That's the ship that's parked on top of the Sandral Estate. (Pictures attached.) I just want to have it for two reasons: To upscale that texture myself and then archive it For the unlikely possibility that someone else may be able to use that texture as a reference if they wanted to work on this previous request of mine. But at this point, it's mostly this first one.
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2 points
Version 1.0.0
46 downloads
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”. -
2 pointsYou'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
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2 points
Version 1.0.0
97 downloads
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”. -
2 pointsNot really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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2 points
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2 pointsUse 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.
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2 pointsIf 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.
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2 points
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2 pointsView 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
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2 pointsHello 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!
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2 pointsThe 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
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2 points
Version 1.0.0
23 downloads
A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". Permissions Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
2 pointsHey 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.
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2 pointsConsider my mods unofficial modder's resources at this point (May 08, 2025). Feel free to change and release them as you wish.
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2 pointsHello, 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!
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2 pointsI 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?
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2 points
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2 points
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2 points
Version 0.52.0
246 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 -
2 points
Version 1.1.0
58 downloads
This is a modder’s resource that provides some additional commoner body models that can be used for NPCs. The game includes body models for fat male and female commoners, each using a custom texture with no variants. They are unused. Originally, as part of the K1 Community Patch, a fat-ified version of the standard male commoner body was made to be used for Handon on Dantooine. This allowed it to use the regular commoner textures. As of K1CP v1.10.0, this addition has been removed, so the assets are now being made available for third party mods to make use of. Additionally, the vanilla female fat commoner model has had some adjustments made to its UVs so that it can also make use of the regular commoner texture variants. A simple TSLPatcher setup has been provided that edits the two vanilla appearance rows to switch their texture assignments, as well as adding new rows using all the regular NPC heads. Note to regular users: Installing this package by itself will do nothing as the game does not make use of the vanilla fat commoner appearance rows. It requires other authors to create content utilising it. Permissions: This is a modder’s resource, and thus intended to be utilised by the community. You can freely incorporate the included assets in your mod. Simply provide credit to the Community Patch team and link back to this page. Do not redistribute/rehost this resource as-is elsewhere. -
1 point
Version 1.2.8
1,142 downloads
Improves the AI of KotOR 2. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any) - Enemy forceusers now use all force powers that they have (previously the AI ignored some 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 - Bao-Dur now uses his Shield Breaker during combat - 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 - T3-M4 now automatically uses his Shock Arm and Renewable Shield - 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 1.2.3 and higher supports plugins - Grenade target selection fix List of supported plugins: - all of darthbdaman's mods - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...) - add_shield plugin (enemies will more often use energy shields) -
1 point
Version 1.0.2
11 downloads
A simple mod that I have requested a few times over the years but eventually took the initiative to try and make myself. What this does is replace the name, item description, and the icon for the Ultima Pearl to make it into the Krayt Dragon Pearl from the first Kotor. Stats have not been altered on the crystal in any way as the Ultima Pearl is identical to the Krayt Dragon Pearl, with the added bonus of the Massive Criticals +1-6. Why did I feel this was needed? Well, while I appreciate Obsidian incorporating additional lore from the Expanded Universe in various areas of the sequel title, I always felt like the Krayt Dragon Pearl was a more interesting concept for a Lightsaber upgrade and made for a much better role playing device. Plus, with you being able to find various Solari and Ankarres Sapphires in a playthrough (if you're lucky), perhaps another Krayt Dragon Pearl could make it's way into your inventory without you being the one to slay the beast. Bugs: I've tested this a few times and it seems to work as expected. The one time where this didn't work was due to installing TSLRCM after installing this. As always, make sure that TSLRCM is the first mod you install when putting together an Override folder. Special Thanks: Due to some issues getting the icon replacement to work, I needed to steal an icon from Pramod Marlon's AI Upscaled Icon Overhaul to get the authentic look in-game. A link to his mod is provided below and is highly recommended. -
1 point
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1 pointHey @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 !
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1 point
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1 pointSo 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!
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1 point@The_Chaser_One Lip Composer in Reone Tools is the more modern and easy-to-use solution you're looking for. Here are links to posts with instructions on how to use it: https://deadlystream.com/topic/10961-change-the-length-of-the-characters-lip-movements-in-the-dialogue/?do=findComment&comment=90686 and https://deadlystream.com/uploads/monthly_2023_12/reone_tools_1_0_beta1_lip.png.68c881304a8cca8404d79a92436f74e2.png (the list with phonemes)
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1 pointView File KotOR High Resolution Menus Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ Submitter ndix UR Submitted 10/29/2017 Category Mods K1R Compatible Yes
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1 point
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1 pointView 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
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1 point
Version 1.2.0
2,465 downloads
I have created a simple mod that adds the shadows for robes used in Robes With Shadows For TSL to your K1 game, for those using any of JC's robe mods that adds TSL-style cloaks. Having at least one of the mods listed below is a requirement for this one, and they must be installed beforehand. This is compatible with all included versions of the mods by JC, and any textures you are using with it. 1. JC's Fashion Line I: Cloaked Jedi Robes for K1: for those who want to use the more classic looking Jedi robes of TSL in their K1 game. 2. JC's Fashion Line I: Cloaked Hybrid Robes for K1: for a blend of the K1 and TSL style. 3. JC's Fashion Line I: Cloaked Party Robes for K1: for party member specific robes. Installation: First, install at least one of the mods listed above if you have not already. This mod is specifically for people using one of those mods. If you would like to create backups of that mod's original files, just create a copy of the files listed below, before installing the versions that come with this mod. To install this mod, download the 7z file and unzip anywhere on your computer. You can extract 7z files with native programs like Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. Once the files is unzipped, find the subfolder with the name corresponding to which JC mod you are using, and copy all files within to the override folder of your game, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor\override". When prompted, overwrite the versions of the files currently in your override with the new versions. Uninstallation: Remove the files in the Included Files list below from your override. Which files you have can vary by which JC mod you are using. Included Files: -PFBIL.mdl -PFBIL.mdx -PFBIM.mdl -PFBIM.mdx -PFBIS.mdl -PFBIS.mdx -PMBIL.mdl -PMBIL.mdx -PMBIM.mdl -PMBIM.mdx -PMBIS.mdl -PMBIS.mdx -JC_BastilaBI.mdl -JC_BastilaBI.mdx -JC_JoleeBI.mdl -JC_JoleeBI.mdx -JC_JuhaniBI.mdl -JC_JuhaniBI.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Texture mods do not typically pose compatibility issues for mods like this. This mod requires either JC's Fashion Line I: Cloaked Jedi Robes for K1, JC's Fashion Line I: Cloaked Hybrid Robes for K1, or JC's Fashion Line I: Cloaked Party Robes for K1 to be installed first. Acknowledgments: Big thanks to JCarter for his port of TSL robes to K1, and for giving the community permission to work with his models. The robes included here are just the ones from his mod with edited skeletons, so most of the work here was done for me. I also want to thank Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, modeling work would be much tougher without you guys. I would like to thank Salk as well, for suggesting this mod. This modification is not supported by Bioware, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
1 point
Version 3.1
141,112 downloads
This is the next part of an ongoing series. The purpose of this mod is to shrug off the years from old Kotor engine, and bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch. The Overhaul also contains sophisticated SWTOR orientated high Quality animations and cubemap based lights & shine on surfaces. 3.0 Huge Update! This one completely blows previous versions out of the water - added revolutionary tech window animations, changing color animations while moving and much more.. Highly recommended! to upgrade redownload ALL parts. Installation: Download the mod, extract its contents with an archive extraction program such as 7zip or WinRAR, then move the contents to your game's override directory. This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that) Just to be on the safe side, i recommend to install my mod last. Beside that it should be compatible with everything that doesnt retexture Manaan. Credits: I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible. I also want to thank Darth Parametric for hex editing mdl files from the Hraekert Base. That allowed me to use more variety in retextures. -
1 point
Version 1.0.0
21,404 downloads
Random HD UI Elements by Sdub Version: 1.0 Description: Firstly, While using the HD UI Mod, I noticed there was quite a few things in it that were not HD and looked quite awful. One being the planet icons, and two being the party selection screenshot of the character on the right side. I decided to try and at least do something about this. For the party selection screen I took screencaps from the the game itself with high resolution textures made by ShiningRedHD's mod on the nexus https://www.nexusmods.com/kotor/mods/1282 Then proceeded to upscale them, this is the result. All characters images are from the waist up as best I could, HK47 was especially tricky. I did not do T3M4 as @Dark Hope created one for his HD Astromech Mod that is vastly superior to mine. I made one creative decision with: I also attempted to do Trask, it looks awful. But He's there, for some reason his texture does not apply correctly on the stats screen. It is like this even in the default image. Secondly, I had an idea to make new planet icons, upscaling was not successful, and creating my own looked absolutely awful. So after speaking with @Effix and showing him my trial and errors, it inspired him to create some that he told me to put in this pack with his blessing. Installation: Locate the folder of which you want to install and then place files in override folder. Uninstallation: Delete files that you placed in your override Compatibility: As long as you are you are using @ndix UR 's High resolution menus I do not see you having any problems. I do not know how it would look without it to be honest. I made these with 16:9 in mind. I do not know how they will do in other resolutions. Feel free to let me know. K1R Compatible: Yes Tools Used: MS Paint GIMP Waifu2x Big thanks to the KOTOR Modding Discord