The_Chaser_One

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Posts posted by The_Chaser_One


  1. Manaan Rapid Transit system


    Main idea

    Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds.

    This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666

    However, if for some reason you don’t want it, you have 2 options :

    1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry.

    2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer.

    To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good.
     

    Installation

    1) Make sure you have Capitaine Spoque's mod installed, unless you don't want to use it

    2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip)

    3) Run the installer and follow the instructions given by it

    4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod.

    5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated.

    To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod.

     

    Compatibility

    My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried.

    It will basically be compatible with everything, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation. I also named my files with the most customized names I could, so you shouldn’t have any conflict with mods you already have installed.

    However, if for some reason you encounter any issue, feel free to report to me.
     

    Thanks

    1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher.

    2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly.

    3) LoneWanderer for his awesome speeder port from SWTOR

    4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher.

    5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you.
     

    Permissions

    Spoiler

         1) Given to me :

    - Modders’ resource by LoneWanderer, no need to explain.

    - Capitaine Spoque, to use some of his mod's assets.

         2) Given by me :

    - You cannot upload my mod anywhere, especially on Steam Workshop.

    - However, with permission (that I will probably give, just ask and we can see), you could use some of my mod’s assets for your own mod.

    - If you want to make your mod compatible with mine (without needing to upload my files yourself), just give credit where it is due and that will be fine.

    For these 2 last situations, if you need them, I’ve integrated most of the source scripts.

     

    If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.


     

    • Like 1

  2. Proper Korriban quests ending


    Main idea

    Have you ever, while playing KOTOR, been disappointed by the way the prestige quests’ storyline on Korriban was organized, because you couldn’t tell Uthar Wynn about every quest you’d done before going to Naga Sadow’s tomb just because you “had enough prestige to become a Sith in full” ? And then, they would stay in your quests journal forever. Or maybe, you were annoyed when you discovered that to finish Ajunta Pall’s quest, you had to give away his sword and you couldn’t get it back ? Especially with amazing mods that make it look so beautiful and actually enjoyable in-game ? Personally, I’m thinking about Ebmar’s Legends blade.

    If, like me, this made you upset, and/or if you want it to be fixed for your playthrough, this mod is for you. You might, if you’re really into modding, have installed some files from K1R that remove the quests from your journal once you get to Naga Sadow’s tomb, but I promise you, this is a way better alternative, as it could be considered added, but also restored, content.

    This is my first relatively big/important mod. It contains 3 main components. You will now have in your game :

    1) The possibility to tell Uthar about every prestige quests you’ve completed, even after reaching max prestige. You will, to get this dialog option to actually make the difference, have to complete one or several prestige quests after having reached max prestige and Uthar giving you his speech about Sadow’s tomb. You do not need to do the full quest after that dialog, but only to report to master Uthar BEFORE going to Naga Sadow’s tomb for your final testTo be very honest, this is mostly for dark side players, but I’m sure there are lots out there. Furthermore, I’ve played as a neutral/slightly light side character and I still had that problem (1 or 2 quests I couldn’t finish).

    2) My best work on this mod in my opinion (or at least the most time-consuming one), the possibility to get Ajunta Pall’s sword back in every situation, after having completed your final test. I added new dialog options, adapted to the character of Uthar, with voice and synchronized lips movements, all for realism and better insertion into the game.

    If you really want to know where the sword will be, please look at the spoilers section in the ReadMe file. However, I do not recommend it. It’s always better to find out in the game. For the best game experience, I advise to do Korriban after the Leviathan part and to gain Uthar’s full trust in order to get his dialog at the very end of the planet’s storyline (after having killed Yuthura). HOWEVER, no worries, it will work if you side with Yuthura aswell, or even with none of them. It will also work if you haven't gone to the Leviathan yet. The way to get back the blade will just be different.

    3) New rewards for every prestige quest you report to Uthar. They will be credits (the quantities of which increase as you complete quests), but also and mainly custom new items, as shown in one of the screenshots (I didn’t put everything to not spoil them), that I made the most lore accurate possible (not only to the game itself but also to the period’s lore).

    There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time, focus and perfectionism on this, but if you do find one, please tell me so I can fix it. Don’t be too harsh, I’m French, and English is by no means my first language.

    Same goes with the new items. They should be good, but if you think they are over/under powered, feel free to tell me about it.

     

    Optional

    I’m sure you will be pleased to know this mod is very customizable. It has 3 main very useful options, which you will find in my “Optional” folder :

    1) “Darker unique Ajunta Pall's blade” : this will give Ajunta’s blade the red variant of IRobert’s double vibroblade’s mod instead of the white one you find in Ebmar’s mod. To me, white is beautiful, but doesn't really fit a sword imbued with the dark side (if you don’t agree with me, just ignore this option). It will also give some other swords a new variant (more lore accurate imo) so Ajunta’s one gets to be the only double red sword in the game, in order to make it more unique. For this option to work, Ebmar’s mod is mandatory.

    2) “Holocron + Lashowe killed = 1 prestige only” : This is for people who don’t want to miss any of my items (or the necessary prestige level to begin the final test’s plot to be reached so easily). It’s very simple. In the vanilla game, you get 2 prestige points for bringing the Holocron to Uthar while telling him you killed Lashowe. This will reduce the bonus to 1 prestige point.

    This is perfect for people who aren’t afraid of being stuck because of prestige level too low but who still want a plot-friendly experience, as you don’t notice the reduction in-game (the dialog still makes you think you gained more prestige).

    Note that my rewards only go to 9 prestige points, which is the maximum you can get if you have this option. If you don’t take it, know that you can reach 10 prestige points, in which case you will not only lose one of the rewards, but also not get anything for reaching 10 points.

    3) No Ebmar's Legends Blade : If, for some reason, you don’t want to use Ebmar’s Legends Ajunta Pall’s Blade, please put this folder’s files into your Override folder after having installed the main mod to make it compatible with the vanilla sword.

                          Finally, there are 3 smaller but not less useful options. If, for an unknown reason hidden deep within your mind :

    - You only want the prestige quests fix : you don't have to run the installer, just take kor35_utharwynn.dlg and mostintrstng.lip from the "tslpatchdata" folder and put it in your Override. Same for mostintrstng.wav but you put that one in your Streamwaves folder instead of Override. Yes, it's basically only 3 files that were needed to fix this... I was really surprised when I saw no one did it before me so I thought I'd do it myself, with some improvements.

    - You don’t want to get the new items while completing your quests : After having run the installer, delete givePrstg_reward.ncs from your Override folder.

    - You don't want Ajunta Pall's blade back : After having run the installer, delete gvPallswrdkll.ncs ; givRvn_swrd.ncs ; kor35_enter.ncs and kor39_utharwynn.dlg from your Override folder.

     

    Requirements

    For the main part of my mod (prestige quests fix), nothing is needed. If you don't want the new items nor Ajunta Pall's blade parts of the mod, jump straight to the installation section.

    For the Ajunta Pall's blade AND new items parts of my mod to work, you must download 2 other mods first :

    1) [K1] Vibroweapons replacement pack retexture by IRobert

    Spoiler

     

     

    2) [K1] Legends - Ajunta Pall's Blade by Ebmar :

    Spoiler

     

    This one is optional but highly recommended. It is needed for main option 1.

    If you really don’t want to use it, see 3) in optional section.

     

    Installation

    1) Make sure you have the necessary mods installed

    2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip)

    3) Run the installer and follow the instructions given by it

    4) If you want 1, 2 or the 3 options, open the right folder(s), take all of the files and drop them into your Override folder (after the main mod).

    5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated.

    See in the ReadMe file for uninstallation.

     

    Compatibility

    My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried.

    It will not be compatible with any mod that modifies Uthar’s dialog in the Sith Academy and/or in Naga Sadow’s tomb.

    If you encounter any issue, feel free to report to me.

     

    Thanks

    1) LanguageWriter123 (aka CollisionalConch), without whom I literally couldn't have made this. His help with the scripts and dialogs was essential, given the beginner with KOTOR modding that I am.

    2) SAO for his excellent and detailed advices as well as his suggestion to make new custom items instead of using boring vanilla ones. Thanks to his help, every new item has a backstory that you can read when you get it (or later).

    3) JCarter for his exhaustive and accurate help with teaching me how to make lip files.

    4) IRobert for his amazing Vibroweapons replacement pack for K1. My mod would be a lot uglier without it. Other credits to seph6, Deadman and RevanDark for the vibroweapons, DarthParametric, BioWare and LucasArts.

    5) Ebmar for his Legends - Ajunta Pall's Blade for K1. Man, this sword is gorgeous.

    6) All the amazing people who made the awesome tools I used for this mod : Lips tools, Holocron Toolset, KOTOR Tool, Kotor Scripting Tool, ERFEdit, TSLPatcher tools and HoloPatcher.

    7) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you.

     

    Permissions

    Spoiler

     

    1) Given to me :

    - [K1] Vibroweapons replacement pack retexture by IRobert : “You can freely use, change or modify this mod as long as you credit ME, DEADMAN, SEPH6 and REVANDARK.”

    - [K1] Legends - Ajunta Pall's Blade by Ebmar : “If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to IRobert, DeadMan, seph6, RevanDark, DarthParametric, BioWare & LucasArts with the release - particularly with the inclusion of the assets.”

     

    2) Given by me :

    - You cannot upload my mod anywhere, especially on Steam Workshop.

    - However, with permission (that I will probably give, just ask and we can see), you could use some of my mod’s assets for your own mod.

    - If you want to make your mod compatible with mine (without needing to upload my files yourself), just give credit where it is due and that will be fine.

    For these 2 last situations, if you need them, I’ve integrated the source scripts as well as some (small and probably useless) additional information in my mod’s directory.

     

    If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.


     

    • Like 1

  3. @ARandomMechPilot If @djh269 is right, this will fix the issue. After having downloaded and installed the mod on your game installation, download Kotor scripting tool : 

    Once installed (in Program Files x86 !), open it in administrator and go there :     https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M18AC_Tatooine_Eastern_Dune_Sea_tat_m18ac/k_ptat18ac_enter.nss

    and there :     https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M17AB_Tatooine_Docking_Bay_tat_m17ab/k_ptat17ab_enter.nss

    Delete everything that's already in your Kotor Scripting Tool typing space (CTRL+A => DEL). Copy all the content of one script (CTRL+A => CTRL+C) then paste it to Kotor scripting Tool, then save and compile it. Do the same thing for the other script. Now you have 2 .ncs files in your Kotor Scripting Tool directory (in Program Files (x86) !). Take them, put _old at the end of the name (right before .ncs) as djh suggested (example : k_ptat17ab_enter_old.ncs), put them in your Override folder and you're good to go.

    By the way, K1CP modifies k_ptat18ac_enter.ncs . So if you're using it (which I highly recommend), download obviously the job office mod after K1CP. For this file (k_ptat18ac_enter.ncs), go in your File Explorer, K1CP directory, tslpatchdata, look for k_ptat18ac_enter.ncs in your research bar. Once you've found it, copy it, paste it somewhere, rename the copy to k_ptat18ac_enter_old.ncs then put it in your Override folder and the issue should be fixed and the Tatooine mod compatible with K1CP.

    Hoping this small tuto helped, may the Force be with you !


  4. @Thor110 That does sound like a good advice. Friday I'm on holidays so I'll take a look at it (I've got some other projects myself so maybe not this weekend though). Yeah obviously, if we only consider the plot it is logical that we don't have them, but for a gameplay reason it would indeed be a good idea imo (and btw someone made a Sorzus Syn's amulet mod which could be great to find in her tomb). So I will take a look at it when I have time and my (small) upgoing projects are done.

    @tff500 However, I have to disagree with the modules idea, even if it's not that important (to me it is). According to Adas's status, he should get Freedon Nadd's tomb module (biggest one for a guy that canonically had centuries to make his slaves build it and was considered to be the Sith'ari). Then put a lot of stuff in it (tukatas, shyracks, maybe even sith spirits or thieves, etc.). The entrance of his tomb should obviously be located at the end of the shyrack cave as it is the oldest one. For Sorzus Syn, I'd put Ludo Kresh's module, put the amulet in it as well as rakhgouls (you know, her amulet changes stuff into rakhgouls so it makes sense to me, also gives different battle experience than the other tombs). The entrance would be... wherever you want it to be, I think a sarcophagus in the valley, as you suggested, is a good idea. For Xoxaan, idk... She isn't really that important anyway. 2 more tombs sounds enough. There wouldn't really be enough space to make her an entrance. However, if you really want it, we could make something work. I'd focus on these 2 "main" tombs first.

    What I'm annoyed at is it definitely won't be compatible with BOSSR if we do the entrance there. That is really bad. Making it compatible with BOSSR would be such a big plus, if I make it I might make Adas's tomb's entrance somewhere else. But even then, not sure it won't conflict with a BOSSR's file... Will be hard to do. Ig making it compatible with K1CP will be the best I'll be able to do, and as K1CP isn't compatible with BOSSR, this problem won't be mine to fix anyway.

    • Like 1

  5. Yeah that seems cool, should be possible with Thor110's expanded galaxy project, I'll ask him when I get some time. My modding skills are pretty low for now as I'm very new to modding Kotor but who knows ? Perhaps some day I'll do something like that. Tbf Korriban's my favorite planet. It's really great. I actually played SWTOR first so when I saw there was Korriban in Kotor I was really glad lol


  6. Alright, I understand. Though if you change your mind I'd be really happy to make something out of it, so please consider it a bit more. What you did looks really good, and I feel like it being only a "proof of concept" is kind of a big waste. It could make a great content addition. But anyway, all I can do is respect your point of view on your work. Thanks for all the mods you make :D

    (If you're worrying about JC's permission, because I saw you added his vision enhancement mod, I can ask him too so no worries ;))


  7. But who will take the time to make it... Unfortunately it will be difficult to find... I don't understand though, why do you seem so precise but it doesn't look like it does exist ? Are you asking for a mod giving a precise idea of what you want ?

    • Light Side Points 1

  8. Hello there ! I just made a mod restoring these unused lines but I didn't know you made this. Can we get a file to put it in our game ? And I saw people asking for Carth to speak to you from the window instead of in front of you so I'd like to do something like that too. Maybe I could use your improvement to make a sort of "Carth Taris hideout dialog enhancement mod" ?

    Thanks in advance, and I'd be really glad if you shared to us the files you made.


  9. Carth Taris hideout dialog restoration


    Carth Taris hideout dialog restoration

    Hello there everyone !

    After my first music overhaul mod, I decided I wanted to upload something you already have with K1R. However, as the latter is incompatible with many of the mods you may want to download (like me), but you still like Carth and you want him to take care of you (as well as feeling like an actual hero who wants to fight even badly injured), this is for you. It restores his lines post Endar Spire's escape when he got you to the abandoned apartment right after your vision and fixes some stuff in his dialog. What this mod does not do however, is make him talk to you from the window instead of directly in front of you. I saw someone asking for this but my modding skills are too low atm. It might come in an update though, so stay in touch and don't hesitate to tell me if you think this is a good idea.

    Installation :

    Unzip my folder, take the .dlg file and put it in your override folder.

    - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance.

    I hope this helps you enjoy Carth a bit more, because I discovered it when I played K1R at 3rd playthrough and I remember thinking I would've liked this for my first playthrough.

    Uninstallation : Delete the file from your override folder.

    Incompatibilities / issues : you think it's too small ? Don't worry, soon it will change this dialog even more... For actual issues, don't hesitate to report to me. I don't know of any. However, as this modifies only the Carth Taris hideout dialog file, it should be compatible with anything that doesn't change it too. It is compatible with K1CP, which you have to install before my mod for them to work together (it's obvious, this mod is very small and precise so it comes last while K1CP is almost a complete overhaul so it comes first). It won't be compatible with K1R (also obvious, since it is made for a non K1R build).

    Big thanks to Cortisol for his amazing Holocron Toolset, which I used to modify the dialog file, and to the Deadlystream community, especially all the inspiring modders that keep the game alive, and obviously to the Kotor community in general (even more to those who will download the mod lol). Have a nice play, and may the Force be with you !

     


     


  10. Complete music overhaul SWTOR style


    Complete KOTOR music overhaul (SWTOR style)

     

    Hello there ! After some playthroughs, I thought the KOTOR 1 ambient themes were great but too old and I needed something fresh. And yes, I know there are some musics overhaul mods out there, such as Detran’s movie mod : https://www.nexusmods.com/kotor/mods/1552

    But I wanted a more ambient version. And I realized SWTOR themes were the perfect match for most of the places you visit in KOTOR.

    So I took many SWTOR themes (and some others, if you want the surprise don’t look at the resumee below, but there’s not much more than SWTOR themes tbf), which gives us a total of 26 ambient musics (there’s not much about fight music yet, but updates could come if asked). Hope you like it !

     

    Installation :

    - Make a backup of the streammusic folder in your game directory,

    - take the files from my mod’s “themes” folder and put them in your streammusic folder. When ask to replace, click yes.

    - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance.

     

    Uninstallation :

    - Delete your streammusic folder in your game directory,

    - Take your streammusic backup folder and put it back in your game directory.

     

    Issues / incompatibilities :

    None that I know of. Tell me if you find one, but since it only replaces files in streammusic folder it should be good. Thus, K1R compatibility should be guaranteed (K1CP too, that one I tried and it should work perfectly)

    Obviously though, you must not have other music mods installed that make changes to the same files/themes for it to work.

     

    That’s basically it. If you enjoy it and/or have improvement to suggest, feel free to text me !

     

    Themes :

     

    Sith Theme (mus_theme_sith, Endar Spire) : The Siege of Alderaan

     

     

    Taris Upper city (mus_area_tarisup) : Coruscant, The Capital

     

    Appartments upper (mus_area_townsus ?) : Glory, the Galactic Republic

     

    Taris Lower city (mus_area_gang) : Scum, the Bounty Hunter

     

    Appartments lower (mus_area_townint ?) : Taris, The Plague

     

    Taris Sewers (mus_area_sewers) : Nal Hutta, The Glorious Jewel

     

     

    Dantooine Academy (mus_area_acad) : Peace, the Jedi Consular

     

    Dantooine outside (mus_area_out) : Justice, the Jedi Knight

     

    Dantooine Rakata Ruins (mus_area_ruins) : Voss, The Mystic Garden

     

     

    Ahto City (mus_area_ahto) : Alderaan, The Throne

     

    Manaan ocean floor (mus_area_hrakert) : Ziost, the grave

     

     

    Cantina 1 and 2 (mus_area_cant1 et mus_area_cant2) : Run Kessel Run / See you on the Dark Side : Jukebox themes

     

     

    Tatooine Desert (mus_area_desert) : The Desert and the Robot Auction

     

     

    Kashyyyk (mus_area_kash) : Tython, The Wellspring

     

    Wookie village (mus_area_enclave) : Episode VI’s Victory Celebration

     

    Shadowlands (mus_area_shadow) : Dromund Kaas, The Seat of Power

     

     

    Korriban academy (mus_area_valsith) : Treachery, the Sith Inquisitor

    Korriban fight (mus_bat_valsith) : Deception, the Sith Warrior

     

     

    Star forge (mus_area_sforge) : Balmorra, The Forge

     

     

    Bastila (mus_theme_bast, love) Theme : Bastila Shan and Revan Love Theme | CINEMATIC VERSION from Samuel Kim

     

     

    Carth (mus_theme_carth, republic army) Theme : Hope, the Republic Trooper

     

    Main screen Theme (mus_theme_cult) : Clash of Destiny Epic Version from Samuel Kim

     

    Czerka Theme (mus_theme_czerka) : Villainy, the Imperial Agent

     

    Malak Theme (mus_theme_malak) : Star Wars: Duel of The Fates | EPIC VERSION from Samuel Kim

     

    Republic Theme (mus_theme_rep) : Bravado, the Smuggler

     

    First, thanks to Shem for his ultimate sound mod (which I recommend downloading first, then my mod) 

    But even more to JCarter for his amazing SithCodec which I obviously used for my mod.

     

    Other than that, big thanks to all people who contributed to making this game, these musics, and to the Deadlystream people that make modders and the community's life much easier. Thanks to all of the people who download this mod, and to the Kotor community in general.