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  1. 4 points
  2. 3 points
    I know i started a topic like 2 years ago or something about doing a remaster / retexture, but i never got far into it. So I recently started over again using the new AI model i have been working on for the last 2'ish years on and off, the recent update made it really good at doing clothing. This retexture will be similar to my other remasters i've made in the last years (Jedi Knight 2, Thief 2,Morrowind and Gothic 2). So basically the full game retextured, maybe apart from the smallest stuff which doesnt make sense to retexture. I'm maybe 70% done or so. 1600+ textures so far, but some needs to be remade again or needs fixes. Some examples attached
  3. 3 points
    Snigaroo, I'd like to tackle Party at Davik's. I've already done most of the work. Cheers!
  4. 3 points

    Version 1.0.0

    34 downloads

    Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! Everyone who downloads the mod!! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. 2 points
    The way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
  6. 1 point
  7. 1 point

    Version 1.0.0

    15 downloads

    For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more. Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus. For a rough explanation: Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher. Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.
  8. 1 point
    Hello! It seems almost impossible but only today did I realize that there is a black hole narrative plot in the game. To access the hangar at Davik's where the Ebon Hawk is parked, the Player needs to disable the hangar door's lock mechanism and that needs to be done via computer terminal. So far, so good. But in order to fly away with the Ebon Hawk, the Player should also need the security codes to disable what Davik in the intro tour calls "the state of the art security system I've had installed to protect her." I dismissed those words when I played, but they are significant and they are practically hinting at the existence of a very sophisticated alarm system. Other than Davik himself, the only other person able to bypass the alarm system is the Ebon Hawk's pilot Hudrow, currently being tortured at Davik's and kept in a cage. If you free him, he will reward the Player with sharing the security codes that SHOULD BE NECESSARY to fly the Ebon Hawk. But that is not the case. The Player can just disable the hangar door's security at the terminal just using spikes, enter the hangar, fight David Kang and happily leave with the Ebon Hawk. I'm very surprised that nobody else noticed it or spoke about it before me. Or perhaps I never found a topic about it. If there is an ongoing discussion I have overlooked, I'd be grateful to be pointed at it to learn what others would say. I'm locally going to do something about this to rectify the situation. Thanks!
  9. 1 point
    I like what I see, Vurt. Will these be released separately, or at least as separate downloads on the one mod page? The reason I ask is that having over 1600+ upscaled textures in one download will take a very long time to download. Plus, I would want to use other peoples mods alongside your mod - I wouldn't want to wait hours for your mod to download if I'm just going to use other people's area retextures. Of course, it'd be impossible to divide the mod in a way that makes everyone happy, but I'm sure if there was an NPC component, an area component, a party member component etc it'd be easier to download the NPC component and then replace your Rodians with High Quality Rodians than it would've been to have them all in the same package. You might want to take a look at RedRob41's similar project. He had to fix the models and/or textures of various NPCs because of various misalignments and model problems. One example is how the commoner clothing has a problem wherein parts of the actual clothing would end up on the gloves and you'd see miscolored parts on their hands. God I love how Ajuur looks here. I think the criticism people are pointing out, and one that I agree with, is that the skin of both Bastila and Carth doesn't quite feel right - it looks more like sand stone than skin. Other than that, everything else in these images is 11/10 - Taris, Ajuur, Tatooine, the Armor, Bastila's outfit are all simply stunning! I really love how this isn't just a generic AI upscale of the original textures. It's as if you are allowing the AI to reinterpret the textures and that's what's going to make this mod standout as a serious competitor to RedRob41's and ShiningRedHD's (on Nexus) AI overhauls.
  10. 1 point
    Carth and general improvement of crates, walls, damage decals
  11. 1 point
    Isn't his "state of the art security system" a glorified electric fence?
  12. 1 point
    Isn't T3 supposed to have superior code breaking and computer slicing skills? Got you into a Sith military base so I imagine getting onto the Ebon Hawk wouldn't be too much harder.
  13. 1 point
    I am experiencing a glaring problem with the Alpha Channel of the retexture of Bastila's head. Instead of a transparency effect I get a full white color. Removing the Alpha Channel fixes the issue, but I thought I'd report it.
  14. 1 point
    they're pretty much 1:1. but if you have a more specific idea of how to improve them i can give it a shot for sure.
  15. 1 point
    I like how the AI Textures work, I'd like to see the Leviathan, if done.
  16. 1 point
    DeadlyStream gives the option to download any version that has been uploaded since the mod's release. You can download any version of Sleheyron at any moment. Just pick the newest one and you'll be fine. HoloPatcher version's coming soon.
  17. 1 point
    Some more in-game screens
  18. 1 point
    No, that is literally the opposite. Fadeout on object destruction is the default. You have to manually specify for fade to be disabled. Whether your video card can render it properly is perhaps another issue entirely, but unrelated to what the game is actually doing. Unless you use a stunt animation, the rotation of the die/dead animations are going to vary based on the creature's starting rotation. I would assume he is jumped to a waypoint for the final death shot, but that can still be a little inconsistent in terms of facing due to the way conversations work. So yes, it's probably going to vary a little, but it shouldn't do so in a significant manner. Especially since they are probably using static cameras which have a fixed position, so he needs to stay in the same spot to remain framed. That said, it's possible that TSLRCM changed things with the scene composition that might be a factor. I'm not sure.
  19. 1 point
    It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent. The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently.
  20. 1 point
    A point of interest, in the two videos you linked one version is the PC version and the other is the Xbox version. The Xbox version shows Nihilus have a proper fade away while the PC one you showed has a jank one. You mentioned TSLRCM, but the PC version gameplay you showed is from a playthrough not using TSLRCM, judging by other parts the uploader showed of that playthrough on their channel. Maybe TSLRCM fixed this issue on PC? Not sure. Fun fact, the Switch version from what I saw from 2 playthoughs on Youtube also has a broken fade effect for Nihilus. I think the Xbox version is just more refined in many areas compared to the PC version, considering it's an old 2004 game. I saw a TSLRCM playthrough with fixed fades, maybe the mod fixed it for good? ngl the fade out effect is kinda wonky in my experience in both Kotor 1 and 2. It sometimes works and sometimes doesn't. Mods using "ghosts" like Brotherhood of Shadow or even vanilla characters like Ajunta Pall in or the TSL Korriban tomb visions all are supposed utilize fade aways upon death, but sometimes this works and sometimes this doesn't. I don't know much about scripting but my game settings are as max as max can be and my PC components aren't the issue, Kotor loves Nvidia. When it comes to fading in this game engine, I think it might be you and your luck if the engine wants to cooperate with the script that actually allows it. Sometimes there might just be too much happening in the engine for it to register correctly. I'm hardly an expert on this though, this is just what I'm assuming from multiple inconsistent playthroughs.
  21. 1 point
    There's a very likely chance that the OP is very un-knowledgeable about in modding in general judging by this quote from their Mod Request thread. I would advise to assume novice level here.
  22. 1 point
    The time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series. In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2. The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete. I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example. Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas. And the worst part of Kotor II's commoner NPCs is that: 1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part). 2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate. Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem. Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod. Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game. Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see. My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module. I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules. In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in. A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways. The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians. Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area. The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes. Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod. A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it. Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform. Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update. Here are the installations: 1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model". 2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads. 3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms. 4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in. 5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians. 6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines. 7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access. 8,) Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform. 9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod. So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods? When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎
  23. 1 point
    Probably a script change that didn't specify fadeout on object destruction.
  24. 1 point
    This right here is the reason I haven't tried out any of your appearance mods, @N-DReW25. Between the constant updates, the unclear documentation of compatibility, and specifics of what's included in each - that's why I have steered clear. It's a shame because some of the screen shots look interesting. I suppose I'll just wait until it's included in Snigaroo's Mod Builds. No offense intended in any of this, of course.
  25. 1 point
    I ask permission to publish an alternative texture. Something like this?
  26. 1 point
    Okay found it, its the 'Unescapable' field in the .are in the .rim - value needs to be set as 0 to allow party swapping. Thanks @CapitaineSpoque
  27. 1 point
  28. 1 point

    Version 1.0.0

    83 downloads

    This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  29. 1 point
    They're referring to the armor type shown below: This might not translate well into Russian, but the armors "Battle Armor", "Powered Battle Armor", "Calo Nord's Battle Armor", and "Verpine Zal Alloy Mesh" are used in KOTOR.
  30. 1 point
    Only mistake is Jolee rewards. He has his own narrative on Manaan, where his old friend was accused of murder and breaking Selkath neutrality agreement. Depending on this side quest, Jolee may be fooled, chose old friendship above law and justice, or vice versa. Thus changing him somewhat. Solving existential problems deserves a reward. I would propose will increase, although it's repetitive. Also it is implied, that after KOTOR Jolee disappears somewhere (either to his hermit, travel around galaxy to rethink his life and make holocron, or create his own school of Grey Jedi), never returning to Jedi Council, despite them insisting on it, and even calling Jolee "Master" (acording to book or wookiepedia lore if I recall correctly). It, and those possibilities, could be used to create unique reward for him, like his holocron (replacing gloves), Wisdom, or Intelligence boost, or finally being accepted by Order and given the rank of Jedi Master (thus increasing his Force Points pool significantly). Also his alligement could shift, although, I myself am a fan of fully neutral Jolee Bindo. Alternatively perhaps unique crystal for lightsaber?
  31. 1 point

    Version 1.0.2

    35,016 downloads

    When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue. To use: 1. Download 2. Move the file from the folder that corresponds to your display resolution into your override folder.
  32. 1 point
    As you noted in the readme there are some artefacts in this scene but also look at the ending what appen to vandar. Ps: your mod is great and even with that it will never get out of my mod checklist good job .
  33. 1 point
    View File Unique Sith Governor A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.05.2023 Installation: Simply click on the TSLPatcher.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Sith Governor is an NPC you encounter towards the end of Taris, in the vanilla game he uses the 'Dark Jedi Apprentice' appearance which is seen throughout the game as a generic enemy. The appearance of the Dark Jedi Apprentice NPCs is very similar to the appearance of Darth Bandon, an NPC you find later on in the game. Whilst the game doesn't explicitly say this, we can assume that the Sith Governor NPC is a non-Tarisian foreigner who was appointed to his position by his superior Dark Jedi. The Governor mentions he doesn't yet own a Lightsaber, suggesting he's only an Apprentice. Dialogue with various NPCs across Taris suggests that the Sith Governor is the absolute dictator of the Sith occupation on Taris as he most likely signs up any law the Tarisians have to abide by and has the absolute authority to do whatever action he wants to govern his planet. For an NPC with such authority on Taris, why would he look like every other Dark Jedi Apprentice you see in the game? And since the Dark Jed Apprentice looks like Darth Bandon, it lessens the 'impact' both NPCs have on the player. You see the Sith Governor... he isn't unique, he looks like Darth Bandon! You see Darth Bandon... he isn't anything special, he looks like that weak Sith Governor. This mod was requested by the user "Sniggles", the one who maintains the Kotor Mod Builds on Reddit, to fix that problem. With this mod installed, the Sith Governor shall wear a unique Sith Governor's uniform based on the vanilla Sith Officer uniform and shall have a unique head model capable of displaying the mask item he wears making his appearance totally unique from Darth Bandon. This mod was originally going to be included as part of a bigger Sith Officer uniform mod, though with the prospect of Sniggles adding it to the Kotor Mod Builds and the fact some players might prefer this small mod over a big Sith Officer mod, I have since decided to release this feature separately. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If the player and/or party is wearing a mask item, it is possible that the Sith Governor's mask item might be rendered invisible. This is a bug in the Game's engine and cannot be fixed. Incompatibilities: Please report any incompatibilities! If you have "Invisible Headgear" installed the Sith Governor's mask shall also be invisible. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. As per Heyorange's readme, assets from the Sith Uniform mod are free to use as long as Heyorange is properly credited. Thanks to: Heyorange: For creating the Sith Uniform Reformation mod, for which the Sith Governor's uniform is based on! Sniggles: For requesting the mod! Bioware: For such an amazing game! Obsidian: For giving Colonel Tobin a Dark Side transition, this skin was used as a basis for the Sith Governor's Dark Side transition! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/14/2023 Category Mods K1R Compatible Yes  
  34. 1 point
    If you're talking about models exported from KoTOR, you can't. To turn low-poly models to high-poly, you generally use subdivision levels. In Blender, it's a modifier called 'Subdivision surface', in Max they call it 'Turbosmooth'. Anyway, this simply splits each quad (i.e., a face with 4 vertices) in smaller bits. An algorithm calculates the average distances between existing vertices when placing the new ones, making the model look smoother. You can easily divide a quad because each side will be split in 2, so from one quad you end with 4 quads. And so on. However, triangles can't be split evenly so subdividing those can generate inadequate results. See below: The cube on the left consists of only quads, while the one on the right is made of triangles. The cubes below are the result obtained from subdividing the cubes above. Now, I'm going over this stuff because models in KoTOR are made up of triangles. Partly because the 3d assets are really old, but also because video game engines prefer triangles in general. Here's what the Rodian model looks like when freshly imported in Blender. Triangles galore! I've added a subdivided version of the same model on his right. Now, depending on what you want to achieve this might be perfectly fine for you. However if you want to rework the models or use them as a base for sculpting, you won't get far with this. Instead, you want to turn those triangles into quads. For a good chunk of them, you can do so with a neat shortcut in Blender: Go into 'Edit mode', press A to select all, then hit Alt+J. Now that's much better already. Some stuff is falling apart because I didn't merge the model's vertices as several of them are split. You'll notice that a lot of triangles remain on the hand and the head. For these, your options are limited to manually fix them into quads. If you're new to 3d, this is going to be challenging, because you need to understand how topology works to get a good result in the end. Again, it depends on what you want to achieve. If you're looking to get a base to do some sculpting on, I would simply create primitive objects (cubes, spheres, cylinders, etc.), resize and place them to match the model. Here's what it would look like: Then apply the subdivision, import in your preferred sculpting software, remesh/dynamesh and get going. As for tools, there's a wide variety you can choose from. Blender has the advantage of being free and having a lot of online resources, especially on Youtube, available. However it lacks some useful features that you might one day care about and many find its UI very confusing. Most other software suites, if not all, are destined to a professional audience and are therefore quite intimidating to beginners. Generally, there is no one single program that can do everything perfectly. They're just tools and they more or less excel at the given tasks they were designed for. If you're only getting started in 3D, I'd recommend using Blender until you understand all the basics of 3d, then get the trial versions of similar general 3D software (Maya, Modo, 3DSMax, etc.) and see what you prefer.
  35. 1 point

    Version 1.0.0

    610 downloads

    This mod will add upscaled textures for the planet Taris. Except the skies and Sith base see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Enjoy! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ For the Sith base get my other Upscaled pack! 😉 Another great mod you might consider, for the cantina signs; by SithHolocron: https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/ Other big improvement, to the Taris arena, mainly the crowds and fights, by DarthParametric: https://deadlystream.com/files/file/1404-taris-dueling-arena-adjustment/
  36. 1 point

    Version 1.0.0

    379 downloads

    Modifies some UI elements of the KotOR Android port. There are three .gui files in the package: ftchrgen.gui - Fixes the Feats selection menu not fully showing the last row of feats. areatransition.gui - Moves the Area transition UI element to the center of the screen, makes it slightly bigger and centers the text. xymipc210x7.gui - Moves the Combat message UI element to the center of the screen INSTALL Copy .gui files to android/data/com.aspyr.swkotor/files/override (I also recommend installing KOTOR Widescreen Fade Fix) Please note that I can't guarantee these edits will have the intended result on your device. Tools used: Visual KotOR GUI Editor (KGE) 0.0.4 K-GFF 1.3
  37. 1 point

    Version 1.0.0

    1,969 downloads

    Re-texture of PMHB04, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHB04 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  38. 1 point
  39. 1 point

    Version 1.5

    844 downloads

    ImmersiveHUD (or short iHUD) for Android-KotOR by MilesTeg --------------------------------------------- ===== Description ===== This is a simple, lightweight fix to tone down the very bright HUD. It's especially useful if your device can't handle frame buffer graphic effects (=unable to adjust brigthness). I mostly adjusted the alpha channels to add nearly full transparency (reduce brightness of GUI elements). Additionally, I've adjusted HUD-Elements for dialog scenes. Now, while choosing answers you can see your own player character instead of a huge blue menu blocking the view. Requirenments: You'll need 1 MB additional internal storage How-To Mod your Android-KotOR: https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ ===== Installation & Usage ===== Like every mod for android you simply extract and copy all files from ''iHUD-mod/'' and/or ''/iDialog-mod/'' to ''/Android/data/com.aspyre.swkotor/files/override/'' (if not present, create an override folder). Restart KotOR and enjoy the game Uninstall: Delete files from override. ===== File contents ===== iHUD-mod - mod files for your android-override dir iDialog-mod - mod files for your android-override dir for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) for modders: screens - screenshots + visual info source - extracted sourcefiles (see textfiles) - If anyone wants to fiddle with it. (See screens for more information about what each file does) ===== Credits / Reuse content ===== You may use this mod for any non commercial use and without contacting me. Thx to **KOTOR-Tool by FredTetra https://deadlystream.com/files/file/280-kotor-tool/ **Xoreos Tools https://xoreos.org/ https://github.com/xoreos/xoreos **Reddituser u/Rasral123 for his great tutorial https://www.reddit.com/r/kotor/comments/4yvr4z/how_to_mod_your_android_kotor/ Big thanks to Obsidian and Bioware for this great game. THX Aspyr for this solid game port! ===== Changelog ===== v1.5 added iDialog (Dialog-Menu doesn't block your view) v1.0 release 28/04/2019
  40. 1 point

    Version 2.0.0

    481 downloads

    I present to you one of the few Android-only compatible mods for Kotor 1. You may be thinking one of two things after that statement; what makes this mod only compatible with the Android port or the fact that an improved galaxy map made by Kexikus already exists which places the planets in their Star Wars canon locations. Well as it turns out that mod is incompatible with the Android port because Aspyr used a scaled down version of the "galaxymap.gui" which results in that mod not working properly in the port. Also, the settings on that mod's TSL Patcher have to be changed even if the Aspyr galaxy map is used in that mod's installation. Bottom line; that mod would have to be reworked to function properly with Android Kotor. Now that I've covered my bases to avoid any claims of mod theft, I'll proceed to explain the mod. First, I don't care much for "canon" placement of the planets. I could have placed them canonically, but I didn't like how most were bunched together on only one side of the map and in a version of the game where most use touch controls it's better to have them neatly separated throught the galaxy map as to avoid touching the wrong one. This mod comes as is and I will most likely not upload a TSL Patcher version. The reason being that many Kotor Android players have no access to a computer and it makes it difficult for them to access some mods. Warning: This mod as stated above is meant to be used with the Android port of Kotor 1. Using it on the PC version may result in damage that I cannot be held responsible for. Credits: TSL Patcher by Stoffe
  41. 1 point
    Various documentations of my past-present modded KotOR playthrough. With this album I wanted to say - Thank You to all KotOR modders (either here on this site and/or everywhere round the Galaxy! - both active and inactive) for giving me great time on playing this amazing game which was developed by BioWare and published by LucasArts. May the Force be with You all!
  42. 1 point

    Version 2.0.0

    304 downloads

    During a certain conversation with the Jedi Masters on Dantooine, Master Vandar can speak a line of dialog that is not voiced. This is an Android-only bug. It seems whomever was in charge of making each line of voice acting work only with the Android port left this particular line in its PC state which is incompatible with the port, resulting in silence. Luckily the line by Vandar is pure fluff and it is the proceeding line by Vrook that moves the conversation forward. My fix? Remove Vandar's silent line. Nothing is lost in the conversation as it will skip Vandar and jump to Master Vrook instead. This mod is compatible with "Jedi From The Start" as even though that mod changes a lot of dialog on Dantooine with the Jedi Masters, this particular dialog file for Vandar is not used. Credits: Kotor Tool by Fred Tetra, DLG Editor by tk102
  43. 1 point
    What does this mod do exactly?
  44. 1 point
    This is a cool mod, and allows us to see how they look under all that armour we usually see them in. THe only problem is, now I cannot upgrade equipped companion items while aboard the Ebon Hawk.
  45. 0 points

    Version 0.5

    6,243 downloads

    DISCLAIMER: I did not make ERFEdit originally. I did however receive the source code from Stoffe via PM at Lucas Forums, after telling her about a severe issue that needed to be fixed. I have fixed the issue and am now releasing the updated version of the tool. ERF/RIM Edit Version: v0.5 Released: 2006-05-18 Updated: 2007-03-11 Updated_FS: 2017-03-19 What is this? ------------- This is a simple Packer/Unpacker/Browser for the ERF/MOD/SAV/HAK/RIM format files used by the bioware engine games Neverwinter Nights and Knights of the Old Republic. The resource type list is updated to handle some types of files used by the KotOR games that were not used by Neverwinter Nights. It is capable of creating new files or modify existing ones, as well as extract any resources found within the file. A simple search feature makes it easier to locate resources in the list within large ERF format files. The Description field is currently not shown or editable since it is not used with the KotOR games. User Interface shortcuts ------------------------ You may drag and drop files into the list to add them instead of using the "Insert" button, or you may drag selected files from the list to the Desktop or a Windows Explorer window to extract them rather than use the "Extract" button. Selected files in the list can be deleted with the hotkeys Backspace and DEL in addition to using the Remove button. When dragging many or large files from the ERF/RIM file to the desktop (or a Windows Explorer window), keep the mouse button pressed until the progress bar has reached 100%, then drag the files to where you want them and let go. Hopefully I'll be able to fix this quirky behavior in the future. IMPORTANT! ---------- New files/resources added to an ERF file are not actually added until you Save the file. Do not move, rename or delete any files you have added before you save the open ERF/RIM file, or the resource will not be added upon save. Resources in the list with an asterisk (*) following the ResRef are newly added and not yet saved into the file. These files cannot be extracted until the ERF file has been saved.
  46. 0 points

    Version 1.1.2

    556 downloads

    Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode!
  47. 0 points
  48. 0 points
    For those that have OCD like me and are annoyed by items being oversized (sticking out of item box): I resized all the textures while keeping their resolution so they don't lose any quality. I didn't wanna make this a separate page and risk OP not getting as much recognition for their mod (even tho I would've have def credited them) so I figured uploading in the comments would be best.My Modification of HD Icon mod.rar
  49. 0 points
    Mod is amazing. Some things were a little janky, but overall the mod was really great. - I didnt encounter any major bugs, and the minor bugs I encountered weren't too frustrating. - The new campanion is interesting, and fills the spot of an existing campanion that's already pretty useless in a base game. - The story feels pretty authentic to the first kotor, having that tiny goofy factor but being solid enough. - I haven't completed all of the side quests but from what I've seen of the quests I didn't do, they're pretty interesting. - I really like the new modules. SAO used a technique in the new modules that uses pre-existing models but the module layouts are all new. and of course, I can't forget:
  50. 0 points