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AxConsortium last won the day on October 12 2025
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AxConsortium started following Logan23
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Royal_Rose started following AxConsortium
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Salk, I'm genuinely flattered that you're putting this much thought into my little mod. It wasn't meant to be ideal, more like a personal test for myself, which I decided to publish upon completion. I welcome your changes and additions, especially your idea to rewrite Deesra's greeting trigger. That was a smart and smooth decision, and I hadn't thought of that. Feel free to share your edited files with me if you'd like. I'd be happy to upload an update with full credit to you. Or I could recreate the changes myself and still credit you either way. After the update, I may submit this mod to the KOTOR Mod Build if I can get in contact with someone who oversees it. But only after I'm confident about the quality of my mod.
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AxConsortium started following MOD:AxC's Recover Nemo's Body
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First, thank you for verifying my mod. That is very nice of you! And yes, your finding is correct. I've set up both in-game dialogues and journal entries to reflect if the player has ever met Nemo in person before, or missed him and hence doesn't know him. That is what the "c_dan_nemof_done" conditional is for. Of course, I originally wanted the player to give the body to the Council. And who is Deesra anyway? He's just the dude who loves to talk about terentateks. In lore, he is also an apprentice to Master Dorak (the one I would have preferred to give the body to) and he eventually succeeds him as Jedi Chronicler after the story of both KOTORs. So I used a bit of my headcanon and decided that during the player's training on Dantooine, they become acquainted with Deesra and his goal to become a Chronicler. In that case, the in-universe decision to give the body to Deesra is that the player character just knows he will want to deal with the body himself as part of his training. But the meta reason is dialogue voicing, sure.
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View File AxC's Recover Nemo's Body In the game, the Council acknowledges they sent a Jedi to investigate the ruins, but he has not returned. They do nothing about it, never mention him again, and simply send you instead and call it a day. Consequently, we can do nothing either, except rob the corpse of his belongings and leave him in his tomb. This small immersion mod allows you to recover the body of Nemo from the Dantooine ruins. Or not. The choice is yours. Bring him not to the apathetic Council, but to Deesra, who trains under Master Dorak to one day become Chronicler of the Jedi Order. He will properly document Nemo's fate and attend to his burial. A short quest begins once you search Nemo's remains and decide to take his body back to the Enclave. You may also choose to deliberately leave him there, as the Council always intended, and the quest will auto-complete, affirming your decision. Upon completion, you receive a purple crystal that once belonged to Nemo himself. In my opinion, a fitting way to obtain this signature crystal before leaving Dantooine for the first time. Note: Due to how the game works, it's best to install this mod before entering the Dantooine Ruins for the first time. Otherwise, the dialogue after interacting with the corpse may not trigger naturally. As a failsafe, I've added an additional dialogue option with the Ancient Droid. After finishing your business in the ruins, ask him questions and a new line will appear: "Did you kill the Jedi over there?". This allows you to investigate the body the same way as after searching him. Bugs: Nothing major, but if installed on an existing save and using the failsafe route, the body may only disappear after you revisit the location. Installation: Use the HoloPatcher installer included in the archive. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset and HoloPatcher Submitter AxConsortium Submitted 03/10/2026 Category Mods K1R Compatible Yes
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AxConsortium started following AxC's Recover Nemo's Body
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Version 1.0.0
53 downloads
In the game, the Council acknowledges they sent a Jedi to investigate the ruins, but he has not returned. They do nothing about it, never mention him again, and simply send you instead and call it a day. Consequently, we can do nothing either, except rob the corpse of his belongings and leave him in his tomb. This small immersion mod allows you to recover the body of Nemo from the Dantooine ruins. Or not. The choice is yours. Bring him not to the apathetic Council, but to Deesra, who trains under Master Dorak to one day become Chronicler of the Jedi Order. He will properly document Nemo's fate and attend to his burial. A short quest begins once you search Nemo's remains and decide to take his body back to the Enclave. You may also choose to deliberately leave him there, as the Council always intended, and the quest will auto-complete, affirming your decision. Upon completion, you receive a purple crystal that once belonged to Nemo himself. In my opinion, a fitting way to obtain this signature crystal before leaving Dantooine for the first time. Note: Due to how the game works, it's best to install this mod before entering the Dantooine Ruins for the first time. Otherwise, the dialogue after interacting with the corpse may not trigger naturally. As a failsafe, I've added an additional dialogue option with the Ancient Droid. After finishing your business in the ruins, ask him questions and a new line will appear: "Did you kill the Jedi over there?". This allows you to investigate the body the same way as after searching him. Bugs: Nothing major, but if installed on an existing save and using the failsafe route, the body may only disappear after you revisit the location. Installation: Use the HoloPatcher installer included in the archive. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset and HoloPatcher -
AxConsortium started following Please drop any Lightsaber hilt mods you have created here
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Please drop any Lightsaber hilt mods you have created here
AxConsortium replied to Untold Prophecy's topic in Mod Requests
Is there a chanсe I could get those? Thanks in advance!- 90 replies
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- lightsaber
- kotor
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View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes
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AxConsortium started following AxC's Skip Twin Suns' Fight , AxC's Dantooine Star Map Placement Fix and AxC's Resonance Shard
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Version 1.0.0
76 downloads
n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
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View File AxC's Resonance Shard This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found. The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party). Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain. Note: Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command: giveitem e_imp1_axc01 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 12/13/2025 Category Mods TSLRCM Compatible Yes
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View File AxC's Skip Twin Suns' Fight During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours. Additionally, this mod includes a minor restoration not present in the TSLRCM: It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature. Compatibility: Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it. TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix. Credits: John Doom, for Easier Twin Suns' Fight Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 12/13/2025 Category Mods TSLRCM Compatible Yes
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Version 1.0.2
142 downloads
This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found. The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party). Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain. Note: Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command: giveitem e_imp1_axc01 Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
Version 1.0.1
53 downloads
During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours. Additionally, this mod includes a minor restoration not present in the TSLRCM: It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature. Compatibility: Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it. TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix. Credits: John Doom, for Easier Twin Suns' Fight Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset