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J

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  1. No your LLM is wrong. The lightsaber models I posted are using vanilla models as a base. Yes the hilts are heavily modified but the blade meshes are edited to be mathematically symetrical. I offered it as a reference, on how to fix this issue, for future mods.
  2. @RonRheaBob76your ai post is nonsensical and distracting. If anyone is curious about the issue, it's been fixed. The blade meshes and UVs were uneven and some were missing the node type lightsaber. I included these fixes in my lightsabers mod for K1 and TSL, if anyone wants a reference. https://deadlystream.com/files/file/2794-lightsaber-hilt-variety-tsl
  3. Auto downloaded from nexus require premium. You will need to download nexus links manually. The next release should have this fixed, so it opens a browser instead of giving an error.
  4. View File 1v1 Assassin - Citadel Station Citadel Station assassin no longer frees your companions, for a 3v1 fight. Also includes a fix from TSLRCM and a fix for TSF agents disappearing before the screen fades to black. Copy 'a_grenn_cut.ncs' to your games 'override' directory. Submitter J Submitted 08/27/2026 Category Mods TSLRCM Compatible Yes  
  5. Version 1.0.0

    32 downloads

    Citadel Station assassin no longer frees your companions, for a 3v1 fight. Also includes a fix from TSLRCM and a fix for TSF agents disappearing before the screen fades to black. Copy 'a_grenn_cut.ncs' to your games 'override' directory.
  6. View File Nar Shaddaa Companion Combat Removal Removes the two TSLRCM companion fights surrounding the Nar Shaddaa docks. I have issues with these added fights for the following reasons: - From a design perspective, this area should be kept a non-hostile zone outside of an occasional skirmish with the locals. - They negatively affect the pacing of the story. It's already a combat heavy part of the game and telling parts of it through dialogue works, to break it up, - The 2nd fight, from the docks to the Shop, is especially awkward to navigate. If you don't know where to go, you might find yourself roaming the level checking locked doors and being blocked from entering the Ebon Hawk. Passive NPCs also don't react to the area turning into a battle zone. Install: 1. Download and extract. 2. Choose 1 or both options. 3. Copy `.ncs` files into the game's `Override` folder. Use a save from before the Exile approaches the Jekk'Jekk Tarr pit. Submitter J Submitted 08/23/2026 Category Mods TSLRCM Compatible Yes  
  7. Version 1.0.0

    24 downloads

    Removes the two TSLRCM companion fights surrounding the Nar Shaddaa docks. I have issues with these added fights for the following reasons: - From a design perspective, this area should be kept a non-hostile zone outside of an occasional skirmish with the locals. - They negatively affect the pacing of the story. It's already a combat heavy part of the game and telling parts of it through dialogue works, to break it up, - The 2nd fight, from the docks to the Shop, is especially awkward to navigate. If you don't know where to go, you might find yourself roaming the level checking locked doors and being blocked from entering the Ebon Hawk. Passive NPCs also don't react to the area turning into a battle zone. Install: 1. Download and extract. 2. Choose 1 or both options. 3. Copy `.ncs` files into the game's `Override` folder. Use a save from before the Exile approaches the Jekk'Jekk Tarr pit.
    Amazing detail! Must Have
  8. J

    MOD:PartySwap

    Your steam exe has been modified. Do you have a backup of the original steam exe?
  9. Yes it looks like they have been updated. Thank you for letting me know. You can either download the old version or wait for me to update the hashes. EDIT: It's now updated
  10. View File HQ Vibro Weapons + Effects - K1 Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibration and motion blur effects were added to the blades. 6 Vibroblades Vibroblade - g_w_vbroshort01 Krath Blood Blade - g_w_vbroshort02 Echani Vibroblade - g_w_vbroshort03 Sanasiki's Blade - g_w_vbroshort04 g_w_vbroshort05 g_w_vbroshort06 g_w_vbroshort07 Mission's Vibroblade - g_w_vbroshort08 Prototype Vibroblade - g_w_vbroshort09 7 Vibroswords VibroSword - g_w_vbroswrd01 Krath Dire Sword - g_w_vbroswrd02 Sith Tremor Sword - g_w_vbroswrd03 Echani Foil - g_w_vbroswrd04 Bacca's Ceremonial Blade - g_w_vbroswrd05 g_w_vbroswrd06 g_w_vbroswrd07 g_w_vbroswrd08 Baragwin Assault Blade - g1_w_vbroswrd01 GenoHaradan Poison Blade - geno_blade 4 Vibro Double- Blades Vibro Double-Blade - g_w_vbrdblswd01 Sith War Sword - g_w_vbrdblswd02 (not used)Echani Double-Brand - g_w_vbrdblswd03 Yusanis' Brand - g_w_vbrdblswd04 g_w_vbrdblswd05 g_w_vbrdblswd06 g_w_vbrdblswd07 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender Submitter J Submitted 07/18/2026 Category Mods K1R Compatible No  
  11. Version 1.0.0

    127 downloads

    Vibro Weapons with vibration effects. All vanilla vibroswords, vibroblades, and vibro double-blades updated. Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibration and motion blur effects were added to the blades. 6 Vibroblades Vibroblade - g_w_vbroshort01 Krath Blood Blade - g_w_vbroshort02 Echani Vibroblade - g_w_vbroshort03 Sanasiki's Blade - g_w_vbroshort04 g_w_vbroshort05 g_w_vbroshort06 g_w_vbroshort07 Mission's Vibroblade - g_w_vbroshort08 Prototype Vibroblade - g_w_vbroshort09 7 Vibroswords VibroSword - g_w_vbroswrd01 Krath Dire Sword - g_w_vbroswrd02 Sith Tremor Sword - g_w_vbroswrd03 Echani Foil - g_w_vbroswrd04 Bacca's Ceremonial Blade - g_w_vbroswrd05 g_w_vbroswrd06 g_w_vbroswrd07 g_w_vbroswrd08 Baragwin Assault Blade - g1_w_vbroswrd01 GenoHaradan Poison Blade - geno_blade 4 Vibro Double- Blades Vibro Double-Blade - g_w_vbrdblswd01 Sith War Sword - g_w_vbrdblswd02 (not used)Echani Double-Brand - g_w_vbrdblswd03 Yusanis' Brand - g_w_vbrdblswd04 g_w_vbrdblswd05 g_w_vbrdblswd06 g_w_vbrdblswd07 Credit: KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base KOTOR Blender
  12. If you wanted to keep the Star Map in it's current location, you could borrow the dark energy from K2 and have it blocking the star map until you explore the new area.
  13. I would recommend using the light saber hilt fix in Kotor Patch Manager. Otherwise, you would need to use KotorBlender and to modify the model.
  14. No JCs Lightsaber effects mod does not work with crazy's. This one does support it tho: https://deadlystream.com/files/file/2794-lightsaber-hilt-variety-tsl/
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