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Posts posted by N-DReW25
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TOR Inspired Sith Soldiers
A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic II
Author: N-DReW25
1.0.0 Release Date: 13.05.2026
Installation:
This mod comes in three versions.The TOR Logo version: Adds TOR inspired Sith Soldiers with the logo of the TOR era Sith Empire on their shoulders.
The Kotor Logo version: Adds TOR inspired Sith Soldiers with the logo of the Kotor era Sith Empire on their shoulders.
The No Logo version: Adds TOR inspired Sith Soldiers without no logos on their shoulders.
Select which version you want and copy "N_SithSoldier01.tga" and "N_SithSoldier02.tga" into your Override folder. Delete the files "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc" if they exist in your Override..
Uninstallation:
Delete the "N_SithSoldier01.tga" and "N_SithSoldier02.tga" files from your Override folder.
Description:
The idea for this mod came from the Revenge of Revan mod. In the hypothetical event that the plot of ROR has the Player confront the Sith Empire from TOR 300 years prior to their major appearance in TOR, I would need to create enemies for the player to fight. For ROR's Imperial Soldiers, I had two options - port the Imperial Soldiers from the TOR MMO, or make my own Imperial Soldiers. By reskinning the Kotor Sith Soldiers to resemble Imperial Soldiers, I have both made a convincing enemy for the Player to fight and did so in the laziest way possible.In the ROR mod, should these Imperial Soldier skins be used for enemies, the lore reason as to why they resemble Sith Soldiers is that, like how Revan duplicated the Leviathan ship via the Star Forge, he duplicated Kotor-era Imperial Soldier armor via the Star Forge which would produce white Imperial Soldier armor which is what the Sith Soldiers wore in Kotor. This excuse can be used as we don't know exactly where and/or how Revan designed the Sith Soldier armor - the Rakatans certainly didn't as they don't have Human proportions. And as to why the Imperial Soldiers in TOR don't resemble the ROR Imperial Soldiers, like how Phase I Clone Trooper Armor evolved into Phase II Clone Trooper Armor, the ROR Imperial Soldier Armor design would evolve into the TOR Imperial Soldier Armor design within the next 300 years.
I decided to release these skins to the public as any appearance of actual Sith Empire forces would take years of ROR development to reach that point, if they even appear at all, so why should these cool skins go to waste rotting on my hard drive when you might want to use them in your Kotor game instead.
Known Bugs:
This mod shouldn't have bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
Would be incompatible with any mods which modify "N_SithSoldier01.tga" and "N_SithSoldier02.tga" or add "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc".This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords.
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks to:
Bioware: For such an amazing game and for making The Old Republic which inspired this mod!
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.
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Submitter
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Submitted05/13/2026
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Category
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K1R CompatibleYes
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HD Dol Grenn
A Mod for Star Wars Knights of The Old Republic II
Author: N-DReW25
1.0.0 Release Date: 01.05.2026
Installation:
Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder.Delete the file "N_DolGrenH.tpc" if it is present.
Uninstallation:
Delete the N_DolGrenH.tga file from your Override folder.
Description:
Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown.Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head.
Known Bugs:
This mod shouldn't have bugs but if you find any report them to me on Deadlystream.
Incompatibilities:
Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc.
Permissions:
As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work.
Thanks to:
Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place!
Bioware: For such an amazing game!
Obsidian Entertainment: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
And 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.
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Submitter
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Submitted05/01/2026
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Category
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TSLRCM CompatibleYes
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On 4/28/2026 at 12:05 PM, BusterBlader said:
No I was more curious if that was familiar but I don't recall if this model was used at all in KotOR 2 otherwise? I assume it was made for it too and wasn't an import from KotOR 1 but correct me if I'm wrong.
I believe it it used for one of the Peragus Holograms and in the background of Carth's arrival at the Battle of Telos.
It is very seldom used.
And yes, it is actually an import from Kotor I and it's used even less there as well.
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K2 Appearance Restoration Pack
A Mod for Star Wars Knights of The Old Republic II
Author: N-DReW25
1.0.0 Release Date: 26.04.2026
Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
Click on the HoloPatcher.exe, pick your desired appearance restoration, click install, and sit back and watch the installer do its magic.
Repeat this process until all, or only the appearances you want, of the appearances are installed.
Description:
The Sith Lords Restored Content Mod (TSLRCM) restores cut content, obviously, but what you may or may not know is that it also restores cut appearances such as Saedhe's and Hussef's cut appearances - both of whom use generic appearances in the vanilla game.But TSLRCM doesn't restore ALL of the cut appearances, my Kotor II Restored Content Plus mod did have options to restore these cut appearances but with more and more install options being added I decided to take these restored appearances and make them their standalone mod.
Thus far, this mod restores:
* The appearance of the Harbinger's Captain which had a unique head.
* The appearance of Ralon which used Jorran's body model.
* The male and female Fat Commoner variants which were mostly unused from the first game
* The Smuggler variants which were used quite frequently in the first game on NPCs like Holdan.
* The first Rodian variant which was bugged in the first game causing it to render as the second variant (fixed in K1CP).
* The male Twi'lek variants with special Twi'lek outfits which were used quite frequently in the first game on NPCs like Larrim.
* The green female Twi'lek head from the first game has been added to replace Ramana's head whilst Ramana's original head has been added as a brand new appearance for Jonra Far.Known Bugs:
This mod shouldn't have any bugs but if you find any 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:
Dashus: For kickstarting the Kotor restoration efforts with TSLRP!
Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place!
Bioware: For such an amazing first game!
Obsidian: For such an amazing sequel and for keeping the cut content in the files!
Fred Tetra: For Kotor Tool!
th3w1zard1: For maintaining 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.
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Submitter
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Submitted04/26/2026
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Category
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TSLRCM CompatibleYes
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2 hours ago, BusterBlader said:
Thanks for the detailed write-up! I can't tell, is that model a man or woman and is it shared elsewhere in-game? Was assuming they would be female since Opelle sounds feminine but was curious if there was actual decision making put into the model or if I'm just reading too much into it.
Yes, that is indeed the lesser used female Republic Officer appearance. It's generic so it probably has been used elsewhere, but considering most NPCs reuse the same generic appearances that wouldn't be a problem for an NPC who's only purpose is to move the plot forward during a cutscene.
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10 hours ago, BusterBlader said:
Thanks I was using KotOR tool and was having trouble finding a dialogue string with it, I just wanted to make sure it was real at all and not the wiki gaslighting me.
I do believe the Wookieepedia article is referring to the TLK text instead of voiced audio. There was no dialogue and there was no audio but the text lines are still present in the dialog.tlk as DP has already said.
That being said, I got some more text lines from the TLK you may be interested in. There is no dialogue files or audio files but the text shown here are from the dialog.tlk (do note that I'm merely guessing who says what here).
Spoiler78176 - Ithorian/Moza - "I am happy for your safe return."
78177 - Bao-Dur - "Thanks for taking us in."
78178 - Ithorian/Moza - "Of course, Bao-Dur. I am pleased that you have returned safely. Chodo Habat was most concerned.".
78179 - Bao-Dur/Player - "I'll go see him shortly."
78180 - Bao-Dur - "Once I explain what Czerka's doing on Telos to Grenn, we'll head to the Ithorian compound and locate your ship."
78181 - Atton - "Grenn? As in *Lieutenant* Grenn, Telosian Security Force?"
78182 - Bao-Dur - "Yes, he's a friend of mine, from back in the Mandalorian War. He's my contact with the TSF. I called him here on our way up."
78183 - Atton - "Great. I better not end up in another force cage..."
78184 - Bao-Dur - "Here he is now."
78185 - Lt Grenn - "Well, well! The one-armed bandit returns! Good to see you in one piece, kid. What's going on?"
78186 - Bao-Dur - "Czerka's crossed the line, Grenn. It's everything I thought and worse. They're pushing out the Ithorians so their salvage teams can loot old Telosian military bases and research centers."
78187 - Lt Grenn - "What?! And you've got proof of this?"
78188 - Bao-Dur - "I do. They saw it all, too. I made it off the planet only with their help."
78189 - Lt Grenn - "Then I owe the lot of you thanks."
78190 - Atton - "Hey, no worries. It was just our way of showing gratitude for all that jail-time."
78191 - Bao-Dur - "What's he talking about?"
78192 - Lt Grenn - "There's no time for this - I've got to bring this news to the governor. The council is already debating what to do about some files the Ithorians gave us."
78193 - Lt Grenn - "I think it's over for Czerka as far as Citadel Station is concerned. Good riddance."
78194 - Bao-Dur - "We'll catch up later, then."
78195 - Bao-Dur - "Come on. Let's get to the Ithorian compound."
78196 - Player - "We'll go later. I have other things to take care of."
78197 - Player - "Let's go now."
79722 - Chodo - "Ah, Bao-Dur. I heard you'd returned. This pleases me."
79723 - Bao-Dur - "Good to see you again. Have you already heard about Czerka's operations on Telos?"
79724 - Chodo - "I had. Moza has been in session with the Telosian council regarding some Czerka files your new companion helped us acquire."
79725 - Chodo - "Dol Grenn interrupted with news of what you'd encountered, and Moza sent word immediately. It seems that Czerka's days here are finally at an end."
79726 - Bao-Dur - "I would hope so."
79727 - Bao-Dur - "Come. The Ithorian's computer system is hooked up the Restoration Zone Grid and shield network. Let's find your ship."
81605 - Moza - "Chodo Habat - I bring terrible news."
81606 - Chodo - "Yes, Moza? What is it?"
81607 - Moza - "I have just come from the Telosian council chambers in great haste. When the government summoned Czerka to decree judgment, their Executive Officer accused the government of treason!"
81608 - Chodo - "That is completely unfounded. I do not understand."
81609 - Moza - "Czerka claimed that we and the Telosian government have entered an anti-Republic treaty with Onderon. There has been a coup - I barely escaped the council chambers in the struggle."
81610 - Moza - "Their security forces have already taken over much of the station. They will be here shortly.."
81611 - Chodo - "We must contact the Republic immediately! If we can explain the situation-"
81612 - Moza - "Impossible! Czerka has shut down communications. We are helpless, without allies."
81613 - Chodo - "What about the security channel? The comm center in the Urban 081 TSF Station should still be online."
81614 - Chodo - "If we can make our way there, we might reach a nearby Republic ship."
81615 - Atton - "What?! We can't take on an entire Czerka security division! The station's already theirs - I say we get out of here while we still can."
81616 - Bao-Dur - "Are you going to give up, just like that?"
81617 - Atton - "Give up *what?* I don't recall signing on for Citadel Station defense duty, pal."
81618 - Bao-Dur - "We can't let this happen."
81619 - Bao-Dur/Kreia - "I have wondered why you remain as well, Atton."
81620 - Moza/Chodo/Bao-Dur - "I will see you there."
81621 - Moza - "Wait - Czerka is already here!"
81622 - Czerka Commander/Mercenary - "Bao-Dur's here, with the Ithorians. Let's finish this, men."
81623 - Atton - "Sure. Fine. Whatever. Have fun, kids."
79718 - Chodo - "I never imagined Czerka would do this! It would seem the Restoration Project - and my herd - are doomed."
79901- Player - "Why don't you fight back?"
79902- Player - "I could stop try to stop them."
79719 - Chodo - "You would need to call for outside help - Czerka's security division already controlled over two thirds of the station's other modules before the attack."
79720 - Chodo - "Perhaps if you can reach the communication center in the TSF station... if there is a Republic ship nearby, we might have a chance."
79903- Player - "The Republic was supposed to have sent another ship to investigate Peragus II. Maybe I can reach them."
79721 - Chodo - "I can only hope. I will gather what remains of my herd and we will pray for your success."
79038 - Captain Opelle - "This is Captain Opelle of the Valiant."
79039 - Captain Opelle - "Citadel Station, we lost communication with you some time ago. What is your status?"
79047 - Player - "Czerka is taking over the station and blocked most of the communications channels."
79040 - Captain Opelle - "Why? What's going on?"
79048 - Player - "The government found evidence of illegal acts and tried to shut them down."
79041 - Captain Opelle - "But why would... wait, one moment."
79042 - Captain Opelle - "Yes?"
79043 - Captain Opelle - "I see."
79044 - Captain Opelle - "Czerka has announced that they've claimed the station from the treasonous Telosian government and intend to hold it until Republic forces arrive."
79045 - Captain Opelle - "I've been ordered to halt the Peragus II investigation and dock at Citadel Station immediately. I'm going to trust my hunch and send some of my men aboard."
79046 - Captain Opelle - "My schematics show the closest docks to your location at Module 083. We'll arrive shortly and handle the situation from here. Opelle out."
If you use the StrRef search function and type in any of those numbers you will be able to find the text I quoted. As you can see, the latter half of Telos went through an entire rewrite early on where the original version had you return to Citadel Station after the Military Base, report Czerka's crimes on the surface to Grenn, go to the Ithorian place to get the location of the Polar region, get attacked by Czerka again, fight your way to the TSF Station to contact Opelle, and finally leave on yet another Shuttle to go to the Polar Region.
Do note that Opelle's character IS in the 202TEL module, she's just out of sight.
Using camera hacks, teleporting into the inaccessible areas, or using Holocron Toolset like I am, you can see a Republic Officer down below who we can assume is the NPC the player would've spoken to had Opelle been used in the game. Of course, this NPC might've been a placeholder for either Carth or Cede, or a placeholder until a proper cutscene area could be made (like how Tobin has his ship in 402DXN for that one cutscene) and since this content was cut really early this NPC was simply forgotten and left behind.
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On 3/27/2026 at 8:51 AM, Aragon said:
Bryar Pistols from Kotor 1 converted to Kotor 2 request please
Here it is, Inyri Forge's Kotor 1 Bryar Pistol ported to Kotor 2.
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Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia.
Now, in the Big 2026, I am here with an update to the mod's ongoing development.
Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well.
ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play.
In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one.
The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator.
I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers.
It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work.
Here is the link to the Discord Server, please let me know if the link is not working for you.
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I too have been a fan of your work and I was excited to see your work done on the area textures come to fruition. It's a shame to see you go when the work you've released and were working on was such high quality.
On the topic of SH's suggestion, if not a modder's resource compilation of unfinished work for others to finish could there be any other place for modders here to contact you in the event any of us would ask you for your permission to use the assets you have already uploaded?
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2 hours ago, rjc523 said:
doesnt seem to work, like the portrait does, but not the model itself.
There is no model, there are only textures.
Make sure the file PMHC01.tga is in the Override and that similar named files like PMHC01.tpc are not in the Override.
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8 hours ago, barachiel said:
I am. Making the clothing part was super easy, barely an inconvenience. I cannot get the modifications part to work for the robes though. My guess it has something to do with item type.
You mean to say that this setup below in the corresponding UTI file doesn't work in-game?
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3 minutes ago, Dark Hope said:
Good afternoon. I understand the entire text. I have KOTOR 2 installed. I'm currently gradually working on the NPCs that are also in Part 2. The reason I'm not working on Part 2 is because I'm meticulous. I won't move on to Part 2 until I finish Part 1. You can call it my "foolishness." I make these textures primarily for myself. And I share them if they turn out well. It's my hobby, which brings me joy while on maternity leave. Please be understanding.
It's not "foolish" at all, I highly encourage you to keep up your work! They're some of the best in the community.
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Are you making this mod? Because I can assure you it's very easy to make if you know what you're doing and very easy to learn if you don't know what you're doing.
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14 hours ago, Sith Holocron said:
All of these textures you've been doing for KotOR1 have been wonderful. But I'm seeing a need that you haven't seemed willing to tackle: textures for KotOR2: The Sith Lords. Granted, there's a lot of overlap between many KotOR1 and TSL textures but I'd love to see you start on TSL specific textures. Whether it's for the new locations available there, the different heads for the PC characters, or the NPC team members, I am curious what you could come up for those textures. If anyone else agrees, drop a comment?
I agree with you, though I would like to mention that Dark Hope's first language isn't English and so your mods might get lost in translation for her if you speak too complexly.
I would like to say that if Dark Hope doesn't have a copy of Kotor II, meaning she can't get the textures, I'm sure many of us modders who do own Kotor II would be willing to give her the textures that she'd want to work on.
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1 hour ago, Pcthoros said:
Is there a reason why anyone hasn't tried yet to redo/replicate either the modder's work on Malachor V from the ground up or pick up the Malachor VI project from more than a decade ago ?
The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community.
But as for why no one else has done it, it's simple - it takes effort to make a good quality mod.
The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
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16 minutes ago, Sith Holocron said:
Did you attempt to reformat the lines in SithCodec first?
Not yet, I simply could not comprehend what was happening at the time so I figured I'd just release what I got working thus far and kick the can down the road.
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10 hours ago, Sith Holocron said:
How was that problem solved for ROR?
The problem simply didn't happen with ROR, it played in-game exactly the same as it does when you listen to the .MP3 audio file.
If you open the tslpatcher folder and open the folder named "ai" the affected VO is in there if anyone wanted to see the problem for themselves. If you listen to the audio as an .MP3 file it plays as it should but in-game the speed and pitch is somehow increased to the point that it sounds like Alvin from Alvin and the Chipmunks.
1 hour ago, DarthParametric said:Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
Marius Fett sent me a fixed version of the models earlier today. I've just updated the mod with their fixed models and in my testing the Death Field effect now projects from the hands as it should.
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Quarren Sith Master
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.1.0 Release Date: 05.02.2026
Installation:
Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic.
Description:
In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires.The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans.
A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic.
This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod.
On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario.
The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater.
The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species.
With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all.
Known Bugs:
This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com.A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it.
Incompatibilities:
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods.
As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod.
Thanks to:
Quanon: For making the original textures and including it in your Big Sellout modder's resource!
Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands!
ElevenLabs Website: For the custom AI VO service!
Bioware: For such an amazing game!
Obsidian Entertainment: For creating the original Quarren models, textures, and VO!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitter
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Submitted02/06/2026
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Category
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K1R CompatibleNo
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A new mod has been added to the series and I have an update to the main NPC Diversity Pack mod.
When the mod goes live, this link shall take you to the Quarren Sith Master mod - a mod which turns the Manaan Sith Master into a Quarren using textures from Quanon's Big Sellout modder's resource.
Spoiler
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The update for my NPC Diversity Pack is in the works and shall include new generic commoner heads with some ported outright from Kotor II and some made from scratch.
Right now, there are the following generic heads: 3 white male, 2 black male, 3 asian male, 3 white female, 2 black female, 3 asian female, 2 old white male, 2 old black male, 2 old asian male, 2 old white female, 2 old black female, and 2 old asian female bringing the total to 28 generic heads in the vanilla game.
The final plan of the NPC Diversity Pack is to increase each race to 5 heads meaning there'll be 5 white male, 5 black male, 5 asian male, 5 white female, 5 black female, 5 asian female, 5 old white male, 5 old black male, 5 old asian male, 5 old white female, 5 old black female, and 5 old asian female which will bring the total of generic heads all the way up to 60.
Right now, only the non-old heads are ready meaning, with this update, you can optionally install 14 additional generic heads into your game that'll be spread out amongst the generic NPCs across the game.
Whilst this update is not yet finished, here are some previews as to what some of these heads will look like:
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In addition to these new heads, I am planning on reconfiguring some of the genders of the NPCs in the modules.
For example, the NPCs in the Dantooine Enclave exterior are all women and the Anchorhead Town NPCs are all men. I plan on replacing some of these NPCs with the opposite gender so that the female heads from these optional addons can be added to more planets and more areas throughout the game without having them congested in certain areas that are segregated by gender.
More updates on this will be released closer to the updates release whenever that'll be.
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4 hours ago, dansan said:
Possibly also affecting the Advanced Bio-Stabilizer Mask, though that's really uncertain. I started over with only the K1CP, except that I used my save game just before leaving Taris hoping that it wouldn't affect anything beyond. I had originally started this game with K1CP + RC-K1CP + the list of extra left-over files I listed above from the *old* restore content mod! HAH! (It's slightly possible I had used some other mods as well.) So if you happen to touch that item, take a look at it. Please ignore otherwise.
Could you buy the mask and put it on (Save your game if this is a playthrough so you can reload the save before you bought the mask)? When you wear the mask does it look like a green breath mask? If yes then only the icon is broken but if no then the mask model is broken like the Blaster.
4 hours ago, dansan said:Also, for your next release, could you break out various changes (like Consular/Sentinel class rebalance) into separate options? :D
That is a K1CP feature from the K1CP mod, it is not added via RC-K1CP and as such is not something I can change on my end.
The only way that feature could be made optional is if somebody else made a mod that undoes the changes - that means you'd install K1CP followed by a hypothetical Consular/Sentinel Vanilla Class Skills mod that would undo that specific change.
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On 1/31/2026 at 10:25 AM, dansan said:
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Jedi Consular does not have repair as a class skill, so have to pay 2 skill points for it when it should be one.
The K1CP mod includes the Consular Sentinel Class Skill Swap mod. It is theorized that the Jedi Consular got the Sentinel skills by mistake, the idea behind the Jedi classes is that Guardians were supposed to get more feats, Consulars would get more powers, and Sentinels would get more skills but instead because they were swapped Guardians were got more feats, Consulars got more skills and powers, and Sentinels got nothing.
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Tatooine higher level sand people ambushes (holy warriors, elites) aren't dropping sticks, clothes, or anything else.
RC-K1CP does not touch the Sand People so that's strange that it's happening. Do any of the Sand People drop sticks or clothes?
Quote- Carth's blaster model is bad, or the item variant code that's assigned to it is bad. It appears as a white block. If used KSE to edit the save file, I can delete it and add a new one and it fixes it, but KSE doesn't allow access to item meta data like that. (I had installed the Carth's blaster mod from the list)
Now this here is genuinely an RC-K1CP bug that I can fix!
For me, only the blaster icon is white though the blaster model itself uses the default blaster texture for some reason. I shall look into this and release a bug fix update for this.
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13 hours ago, dansan said:
Hello, thank you for all of your work on this mod! I was playing with vanilla K1RC when I hit the invincible Lashowe bug most of the way through the game. So I installed K1CP and then ended up all all sorts of other game stoppers.
What do you mean?
Are you saying you installed K1R first, experienced the Lashowe bug, and then installed K1CP and RC-K1CP on top of K1R afterwards? If you have than you have broken your install and you need to either reinstall your backup of the game files or reinstall the game if you haven't backed up your game.
K1CP 1.10 needs to be installed first, followed by RC-K1CP 0.12.1 for this mod to work.Could you tell me what you've done using the correct terms I have outlined above.
13 hours ago, dansan said:When I meet Sarna in her apartment, the voice over doesn't match the character speaking and then I end up with the Sith Base Passcard, which I'm not supposed to get until some point later in Taris. I've attached the same game if you're interested.
So you're in her apartment for the party and it's not her voice over. So you're saying that Sarna is the one speaking but she's speaking Yun-Genda's lines. So what happens if Yun-Genda, the man, speaks. Does he use Sarna's lines or does he have the correct lines and it's just Sarna who's using the wrong lines?
And you end up with a Sith Base Passcard. Is this found in the Backpack instead of Sith Armor or is it just given to you?
If you've installed K1CP and an outdated RC-K1CP into K1R than there's your problem, you'll need to uninstall, reinstall, backup the vanilla game files with the unencrypted and run uniws so you don't have to keep reinstalling if you/my mods keep breaking your game, and reinstall K1CP and the latest version of RC-K1CP correctly and try again.
If you do this and the scene works as intended than there's nothing wrong with RC-K1CP, if you can replicate this bug in a fresh K1CP and RC-K1CP install without any K1R stuff ups than I will have to investigate this deeper.
13 hours ago, dansan said:What is a .tar.zst file?
I have never seen this file extension format before.
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On 12/28/2025 at 9:51 AM, Spectrometer said:
Do you plan on ROR having a complete HD texture overhaul in the future, or will you (the team) leave that to other modders?
On 1/12/2026 at 11:47 AM, Sith Holocron said:I was discussing upscale packages with @Snigaroo a moment ago on the Kotor Discord and had recalled the quoted text above. When looking at the spreadsheet found on the link you provided, the upscales that Redrob41 is doing seem limited to only characters (textures and in many cases, model fixes as well). With all of that in mind, I think the question as asked by @Spectrometerstill stands.
Well - in the context of area reskins there are no plans within the mod like there are with NPC reskins with RedRob41.
Nar Shaddaa will have Kexikus' High Quality Skyboxes but the terms of using Kexikus' work in ROR is that we can only use planets that appear in Kotor I or II in ROR - we can't take M4-78's skybox for a planet and use it for a planet that is not M4-78 for example.
My biggest concern for HD textures in ROR is that the HD textures will bloat the already large file size. Why should ROR be 10 Gigabytes when it could be 4 Gigabytes? RedRob41's NPC HD Overhaul, if he doesn't publish it as a separate mod, would be downloaded from the main ROR page like this example here:
You'd download the main mod on the top and the HD NPC Overhaul would be separate and optional, the above example shows five downloads but ROR would probably have two (though more may be needed if the file sizes are too big).
But as of right now, any major HD texture work in regards to areas would most likely be a ROR Addon - a mod you install after ROR. And I can hint that such a mod will be a thing in the future
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WIP by RedRob41
in Work In Progress
Posted
May I request you keep the old one up as an archive whilst the new ones are uploaded seperately?
Whilst I know your HD rework will be far superior to the old ones, some of us do like the 512x512 original quality aesthetic.
I might be completely lost with what you are proposing here, but as a modder who uses your modders resources the way you setup your previous upscale mod was very convenient for me.
When the mod is setup like this above, these three files are all part of the same download page but I can choose to download one or the other.
If I was a player with a low-end PC and slow internet I wouldn't want to download the 4K TGA version due to the file size and so I'd stick with the 2K TPC version instead.
This method best caters to everyone's needs, whether it be a low-end player, a player who wants to play with HD textures, and a modder who wants to access the raw TGA files.
The only thing one could complain about is how there isn't a 2K TGA version for modders who want to view the lower resolution option.
Of course, I might be missing the point of your thread completely - if I am please let me know!