offthegridmorty

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About offthegridmorty

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  1. View File Vrook and Zhar Unfix for K1CP Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes. Submitter offthegridmorty Submitted 08/10/2025 Category Mods K1R Compatible Yes  
  2. Version 1.0.0

    14 downloads

    Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes.
  3. View File Switch Weapons for K1 Adds the ability to switch or holster your weapons in K1. SUMMARY KOTOR 2 added a nice QOL feature which allows you to switch between sets of weapons by clicking a button, saving time scrolling through your inventory to find your favorites. This mod is an attempt to bring that functionality to the first game. This mod adds a usable item which allows you to switch between two sets of weapons. Simply activate the item to save your current weapons as a set and switch to your other set. You can use this to quickly switch between melee and ranged weapons, keep a special set of weapons saved for certain enemies, or you can keep your second set empty and use it as a holster/unholster button. Note: In order to get the Switch Weapons item without cheats, you must start a new game (you will get it when Trask joins your party). Otherwise, you can get the item with the cheat “giveitem switchweapons”. This ability is not usable by droid companions. Please read Compatibility and Bugs sections before installing. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If any files were created in the backup folder, move them to override. COMPATIBILITY This mod will only work with weapons that exist in the vanilla game and weapons added by a limited number of mods. See list below. If you want a weapon from a mod not listed below supported, just ask. This mod will also not work with custom companions. Again, let me know and I will see about making a patch. Supported Mods New Lightsaber Blade Model by Crazy34 (standard installation only) Juhani Appearance Overhaul by Stormie97 BUGS Activating the item while running can interrupt the action which will effectively clear the memory of your second set of weapons, as there's no way to tell if a character is running in the first game. You won't lose the weapons or anything, you'll just to need to re-equip and save them with the item.To avoid this, do not run while using the item. Consumable items such as the Switch Weapons item use the “inject” animation that you see when you use a medpac. The combination of the inject and weapon flourish animations in succession can look a bit awkward but also may cause minor visual glitches when switching such as flickering of the weapon models. When switching to a set of duel-wielded weapons which are both identical weapons (e.g. two vibroblades), the game will try to play both the single and duel-wield weapon flourish animations in short succession, which produces odd results. This is due to the need to slightly delay the equipping of the left hand in these cases in order for the left hand weapon to be equipped at all. The game could get confused between weapons which share the same tag. This should be rare though I think and hopefully irrelevant for most playthroughs. PERMISSIONS Please do not reupload this mod without my expressed permission. You are free to use the source script to create a patch for another mod. CREDITS offthegridmorty Credit to Xiskio who was the first to make a mod like this many years ago with their Holster Weapons mod KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides K-GFF - tk102 Holocron Toolset - Cortisol Submitter offthegridmorty Submitted 07/27/2025 Category Mods K1R Compatible Yes
  4. Version 1.0.0

    92 downloads

    Adds the ability to switch or holster your weapons in K1. SUMMARY KOTOR 2 added a nice QOL feature which allows you to switch between sets of weapons by clicking a button, saving time scrolling through your inventory to find your favorites. This mod is an attempt to bring that functionality to the first game. This mod adds a usable item which allows you to switch between two sets of weapons. Simply activate the item to save your current weapons as a set and switch to your other set. You can use this to quickly switch between melee and ranged weapons, keep a special set of weapons saved for certain enemies, or you can keep your second set empty and use it as a holster/unholster button. Note: In order to get the Switch Weapons item without cheats, you must start a new game (you will get it when Trask joins your party). Otherwise, you can get the item with the cheat “giveitem switchweapons”. This ability is not usable by droid companions. Please read Compatibility and Bugs sections before installing. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If any files were created in the backup folder, move them to override. COMPATIBILITY This mod will only work with weapons that exist in the vanilla game and weapons added by a limited number of mods. See list below. If you want a weapon from a mod not listed below supported, just ask. This mod will also not work with custom companions. Again, let me know and I will see about making a patch. Supported Mods New Lightsaber Blade Model by Crazy34 (standard installation only) Juhani Appearance Overhaul by Stormie97 BUGS Activating the item while running can interrupt the action which will effectively clear the memory of your second set of weapons, as there's no way to tell if a character is running in the first game. You won't lose the weapons or anything, you'll just to need to re-equip and save them with the item.To avoid this, do not run while using the item. Consumable items such as the Switch Weapons item use the “inject” animation that you see when you use a medpac. The combination of the inject and weapon flourish animations in succession can look a bit awkward but also may cause minor visual glitches when switching such as flickering of the weapon models. When switching to a set of duel-wielded weapons which are both identical weapons (e.g. two vibroblades), the game will try to play both the single and duel-wield weapon flourish animations in short succession, which produces odd results. This is due to the need to slightly delay the equipping of the left hand in these cases in order for the left hand weapon to be equipped at all. The game could get confused between weapons which share the same tag. This should be rare though I think and hopefully irrelevant for most playthroughs. PERMISSIONS Please do not reupload this mod without my expressed permission. You are free to use the source script to create a patch for another mod. CREDITS offthegridmorty Credit to Xiskio who was the first to make a mod like this many years ago with their Holster Weapons mod KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides K-GFF - tk102 Holocron Toolset - Cortisol
  5. Do you mean you installed all of my mods, or you ran all of the install options of this mod? I'm trying to determine which option you selected when you ran the patcher. Well Dialogue Fixes should be the very first thing you install, not K1CP, since it hard overwrites dialog.tlk. That could potentially be the issue if you happened to install Dialogue Fixes after my mod, or any other mod that overwrites dialog.tlk. That would likely cause issues of the sort you described that would be resolved by uninstalling my mod and restoring the original dialog.tlk. If that's the case, you could try reinstalling this mod and see if the issue is still there. Otherwise without details of exactly what mods were installed and in what order relative to my mod, it will be hard to say the cause. I wasn't able to replicate the issue but I will keep an eye out.
  6. Thanks for letting me know. It sounds like an issue with dialog.tlk. If there's a conflict I'll note it in the description, but so I can confirm, can you share more info: Is this with the base version or the combined version with Treat Injury Affects Force Healing? Are you using K2 FPs for K1 and the included patch? Specifically what other mods you were using, at least the ones you suspect are conflicting What was the install order of the mods
  7. @The_Chaser_One I’ve considered it but the mod heavily relies on TSL-only script function so it would take significant rewriting, if it’s even possible. For sure you can activate stealth w/o solo mode in K1 but making everything function smoothly and without bugs like in TSL is a different story. I will look into it.
  8. I appreciate the feedback! I did intend for it to be pretty punitive to make your alignment a more important part of your build, and I think there are still natural incentives to learn opposite alignment powers since LS powers don’t deal damage while DS powers don’t give buffs. But I do get you and I’ll definitely consider a lite version or at least further reducing or removing the FP cost penalty. Edit: @CapitaineSpoque I decided to make it so every point in your WIS modifier reduces the maximum penalty by 5%. With a Wisdom of 20, the maximum penalty for opposite alignment goes to only -25%. Not as light as you suggested but I think a decent compromise and I'll consider more tweaks in future updates. Thanks!
  9. As do I 😆 Unfortunately in vanilla K1 many NPCs were left with neutral alignment which is why I recommend NPC Alignment Fix. But it should definitely make certain fights a bit tougher! Longer if you're LS, shorter if DS.
  10. View File Alignment Affects Force Powers [K1] Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides Submitter offthegridmorty Submitted 06/21/2025 Category Mods K1R Compatible Yes
  11. Version 1.1.0

    95 downloads

    Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides
  12. You can teach them regular Force Sight then they can select the new power when they level up.
  13. Thanks N-DReW! I do hope to make one for K1, but some features may need a little re-working since they take advantage of TSL-only features or script functions. In effect, yes, though it's all handled via script so that they don't actually have anything in their inventory (using SpawnMine, TSL-only function). But in effect, if an enemy NPC can see the player (or any hostile creature) they'll have a chance to place a hostile mine down directly in front of them and between you. They'll then move back a bit so they can't get hurt by their own mine. The chance of placing it depends on whether the potential blast area is clear of creatures or other mines, how far the nearest hostile is (they won't just place one at your feet), and a little RNG. Their "inventory" so to speak is handled in the script, so that different enemies have different lists of mine types they can randomly choose from. The number of mines each NPC can place is stored in an unused local number, though I just capped it at 1 for everyone. There's not really much need or opportunity to have them place more than one. I will admit it's a wee bit hacky since it's handled outside the standard combat AI routines, though this allows for compatibility with mods like Improved AI or others which edit the default creature scripts, and it seems to work well from my testing!
  14. Should be fine but I've only tested with a previous version of the build. I'd say install it last to be safe. Should be OK to install on top of No Mines on Malachor if you already have it.