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Sith Holocron

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Posts posted by Sith Holocron

  1. "What do we all think of my plans for Major Hurka in RC-K1CP? And above all do any of us feel I need to give Hurka a new appearance? Whilst I cannot use K1R's appearance it would be very easy for me to just remake it myself from scratch. If you guys would like me to give Major Hurka a unique appearance I shall make it and I shall report back and show you guys what I've made in the next WIP update."

    Major Hurka textures are already included in my mod: https://deadlystream.com/files/file/2808-heyoranges-sith-uniform-reformation-revised/

    • Like 1
  2. [TSL] Immersive TSL Maps


    [TSL] Immersive TSL Maps

     

    AUTHOR: Sith Holocron

    ORIGINAL RELEASE: 13 AUG 2026

    GAMES: Star Wars Knights of the Old Republic II

     

     

    Description:

     

    This will be a longer description. Buckle up.

     

    I didn’t originally set out to make this a full mod. I suppose this originally started as a response to a request. In the comments for Ashton Scorpius’ “TSL Ebon Hawk Downloadable Map” (https://deadlystream.com/files/file/1406-tsl-ebon-hawk-downloadable-map/?tab=comments) someone asked if the swoop bike could be removed from the Ebon Hawk’s map. I decided to take this on – partly as a challenge to myself and partly because the requester has been making ridiculous specific requests for years. In short, I worked on a mod request out of spite. I thought that would be the end of it.

     

    Then at some point, I was working on textures for the Dantooine Enclave sublevel. I was doing a lot of fooling around with textures back then. (This was before I picked up a subscription to Topaz Gigapixel.)  While checking - and rechecking - textures in game, I kept seeing that map. Since I already had new textures to work with, why not put them in the map? I requested a upscale of that map from someone and I went to work. I never posted as a mod but I do recall showing it on Discord at some point.

     

    Later, I wound up redoing the maps for the M4-78 Enhancement Project as one-off. As there weren’t many maps to do there, I figured that would be the end of it. (Yes, I have also updated that mod recently as N-DReW25 has adjusted some of the maps for his Unofficial Patch.)

     

    Not too long ago in Discord, there was a discussion about how the Ebon Hawk seemingly has supposed to be in another hangar on Telos Citadel Station at one point in development. As the participants were discussing that, I did some preliminary work on a map for that Docks section and then quickly posted it in that discussion so folks new to the conversation would have a better idea of the area they were talking about.

     

    Realizing that I kept on coming back to this part of texturing, I just decided to jump into this as my next project.

     

    I’ve mainly concentrated on the interior maps but all of the standard maps have been upscaled. Additionally, most maps of external spaces have also had tweaks made to the as well.

     

    My Workflow:

     

    For starters, I generally extract the maps from the game and then upscale them to use as the foundation. There have been occasions where I have acquired maps from elsewhere (such as 204TEL, 208TEL, and 506OND from N-DReW25) which show extra rooms that may not be accessible through in game play but can be entered via the whereami armband mod.

     

    I warp to each of the map locations armed with that whereami armband. Using GLIntercept, I’ll take numerous screenshots of the area I’m in from above so I can compare what textures they used for each of the rooms I’m tackling. I sort through my textures, adjust the lighting/coloring depending on the variable they’ve set for that area, and just paste them over the upscaled map. Repeat ad nauseum. In addition to this method, I’ll sometimes take a picture of an area from directly above and paste that directly into the map. There’s also the fun part of sometimes having to redraw the white borders of rooms because the AI doesn’t know exactly what’s important in the thing it’s upscaling. When the map has a background, I’ve sometimes reinterpreted what it should look like but if there wasn’t a background, I’ve left it alone.

     

    To sum up, it’s not just a simple upscale but it is a time-consuming pain in the ass which is why I’ve only created an average of one map per day during the project’s creation period. You’re welcome?

     

    Installation:

     

    If you’re using “TSL Ebon Hawk Downloadable Map 1.2.3” by Ashton Scorpius, you’ll want to install my mod after Ashton’s mod. 

     

    Copy all TGA files (excepting those in the “Alternate 003EBO map” folder) to the Knights of the Old Republic II's Override folder.

     

    (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor2\Override)

     

    When/if prompted to overwrite files, press okay.

     

    If you prefer the alternate map in the “Alternate 003EBO map”, now copy that one file to the Knights of the Old Republic II's Override folder.

     

    Please let me know in the comment or review section which of the maps is your favorite. If you like the mod; please leave a comment or endorse! It would be much appreciated.

     

    Uninstall:

     

    Remove the files you’ve added in Installation instructions.

     

    Thanks:

     

    N-DReW25: For both feedback on the maps themselves and providing three of the maps for be to have a more complete version.

    Fair Strides: For continual feedback on the maps.

    Vriff: For continual feedback on the maps.

    Kharak (of SketchFab.com): For hosting a viewable 3d model of the Ravager on this website used in my two Ravager maps: https://sketchfab.com/3d-models/sith-centurion-battlecruiser-3f2934da83cb421c87a3510ce62ceb8d

    To the too many folks in the KOTOR Discord’s media section to name for all of their feedback.

     

    P.S. I have no plans to redo the KotOR1 maps. Besides the map window being extremely small in that game, it’s also a game I find myself returning to less and less. You’ll have to convince someone else to work on the KotOR1 maps.


     

  3. 37 minutes ago, JuniorModder said:

    This may come as a disappointment to some, and good news to others, but I've decided to leave this project and let other modders use the module to make their own versions and tell their own stories.

     

    I just have to ask: Why?  I've only heard positive feedback about this so far so dropping it now seems odd.

    • Like 1
    • Influence Gained 1
  4. So about an hour ago, I asked on Discord if a model of the Yavin Station exterior as it appears in the landing and take off videos in KOTOR1 actually exists in the game files. @JCarter426says he didn't think so but that a model of it might be in the MMO's files.  If that model does indeed exist in the MMO, I request that model be extracted from there and posted here. Thank you for reading this far.

  5. Icons: Feats, Skills and Force Powers [TSL] - Open Beta


    AUTHOR: Sith Holocron

    OPEN BETA: 27 MAY 2026

    GAMES: Star Wars Knights of the Old Republic II

     

     

    Description:

     

    This time, I’m doing this a little differently. This mod collection is being released as an open beta! But first, what is it?

     

    I’ve been tinkering with making icons for TSL (and also for K1 but that’s a whole separate story) for quite some time now. I’ve shown off a few of them on the Discords for the KotOR community but I never had a real plan to actually release them in a public way. It’s more of a fun thing that I didn’t need to share.

     

    The original icon interest came about from a thread on Deadly Stream from a (now retired) modder named Nomnisang. They made a post about making a collection of icons called the KotOR II High-Res Icon Suite. (link: https://deadlystream.com/topic/3563-kotor-ii-high-res-icon-suite/) They got a promotion in RL, lost a lot of the material, and went on to different things. I had the idea of salvaging what was posted. There were not many icons posted in the thread themselves but enough pieces were there that I could start to do some work. Some of the work came about with me testing out what Topaz Gigapixel could do – both with clean up and with creativity prompts. Some of the icons were my own takes on the vanilla icons. As can be seen in the many pictures posted on the download page, there’s a bit of range from Nomnisang’s style and my own versions of the vanilla icons.

     

    The icons as presented here cover Feats, Force Powers, and Skills for TSL. The text included on the icons as shown on the Download page is not included on the icons in the game – it is merely for illustrative purposes.

     

    The Open Beta: The feedback I’m looking for.

    1)      The sizes of the textures here vary.  They vary from 128 x 128 to 512 x 512. I do know the general consensus amongst modders about what sizes should be the most effective, but I’d rather hear from the actual end user that would be actually be using this mod. If the feedback left in this open beta suggest I may need to resize the larger of the textures, so be it. But I’d rather not just doing on the whim of folks that will never use the mod in the first place.

    2)      I like to think that I’m thorough and have found all of the icons that should be in this set. However – despite the rumors – I am actually human. If I’ve missed any, Id like to know which ones. And not just the name of the powers, feats, etc. I’d also need to know the actual file name of the file I’ve missed!

    3)      Rotting out any bugs.  Is everything appearing in the game the way it’s supposed to be? There’s nothing anything showing up upside down, right? If so, that’s something I’d need to remedy!

     

    The Open Beta: The feedback I’m NOT looking for.

                        By this time, you’ve seen the icons. You have opinions on them. You might even have suggestions on how you think I could improve them. What they look like now is basically how they’re going to stay. If any of the icons in particular don’t appeal to you, I don’t particularly need to hear about that. So please keep that in mind before posting.

     

     

    Installation:

     

    Copy all TGA files to the Override folder on Knights of the Old Republic II.

     

    (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)

     

    When/if prompted to overwrite files, press okay. If a TPC file is present with the same name, move it to another location outside the game folder.

     

    If you like the mod; please leave a comment and/or give me 5 stars!

     

    Uninstall:

     

    Remove the files you’ve added in Installation instructions. If you’ve moved TPC files as referenced in the Installation instructions, you can move those back into the Override folder after you’ve deleted my TGA files of the same name. If you do decide to move any of the TPC files back, that's completely optional and up to your discretion.

     

    Special Thanks:

    Nomnisang: Thanks for the inspiration for doing this and the icons you did post in your original thread.

    Dark Hope: Thanks for his open permissions, which allowed me to grab high quality grenades for those relevant feat icons.

    Sithspecter: Thanks for granting permissions, which allowed me to grab pictures of his weapons from his example pictures for those relevant feat icons.

    The KotOR Discord: For previously rendered feedback on the icons.


     

  6. On 5/6/2026 at 12:37 PM, Saul0097 said:
     

    Vanilla Maps HD upscales the map textures in Knights of the Old Republic II to make them sharper and cleaner.
    I tried other upscaled map mods, but they still were not sharp or high res enough for what I wanted. So I extracted the map textures myself and upscaled them x4 using Topaz Gigapixel.

    This mod also includes upscaled map textures for The Sith Lords Restored Content Mod and Droid Planet.
    Includes support for Droid Planet map textures

    These M4-78 maps aren't sharp or clean enough for you?

  7. HD Pazaak Cards [for KotOR1 and KotOR2]


    AUTHOR: Sith Holocron

    ORIGINAL PRIVATE RELEASE: 31 JAN 2026

    FIRST PUBLIC RELEASE: 10 MAY 2026

    GAMES: Star Wars Knights of the Old Republic 1 or 2

     

    Description:

    These are upscaled textures for the pazaak cards in KotOR.  This mod release not only includes the cards as used in the mini-game, but also the decks and loose cards used as decorations in the various pazaak dens around the games. This release is very likely incompatible with any other mod release that adjusts the cards for pazaak.

     

    Installation:

    From the folder labeled “Mini-Game cards”: Drop the TGA files in that folder into your Override folder in your game of choice. 

    The pazaak decoration texture differs between the two games even though the file name stays the same. KotOR2’s pazaak decoration has a green card replacing the gold one in the texture.  As the green card doesn’t exist in KotOR1 game play, you’ll probably want to use the canon card colors.

    If modding for KotOR1: From the folder labeled “Pazaak Card decorations [K1]”, drop the TGA file in it into your KotOR1 Override folder.

    If modding for KotOR2: From the folder labeled “Pazaak Card decorations [K1]”, drop the TGA file in it into your KotOR2 Override folder.

     

    Uninstallation:

    Take the files you put in from this release, out again. ;)

     

    Known Bugs:

    None known at this time.

     

    Legal Disclaimer:

    All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. This mod is not to be distributed for profit, either.

    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.

    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.)


     

  8. IMHO, it's in poor taste to advertise your mod here when it's hosted on another site. If you think your mod is worthy of being shared widely, why not upload it here?

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