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Found 284 results

  1. Version 1.0.0

    1,772 downloads

    This mod overhauls the appearance and attributes of Rakghoul Fiend; an alpha ghoul found in the Undercity and the Lower Sewers which seem was intended to have an unique demeanor with them. # Background # When facing the Rakghouls in the Undercity and the Lower Sewers, I noticed that few of the raks named as Rakghoul Fiend but I saw nothing unique about them. Well, thought that they need an unique demeanor with them; hence the fruits of labor then. # About this Mod # This modification makes unique appearance for the Rakghoul Fiends [complete with their own unique sound-sets] found in the Undercity and the Lower Sewers, and also bump their attributes by an reasonable imbalance amount. Well, I didn't include a vanilla patch - guess you'll have to deal with them, luls. One aspects of uniqueness from them is they had their body upscaled for ~+20% with different looks compared to the generic ones. Few elements of this v1.0 skin; like the red eye - was inspired from Trex's "The Jedi Masters" Rakghoul, nuff-said - credits to Trex for make it happened. # Final Remarks # There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] then hit the [Install Mod ->] button! Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tar_m04aa.mod and tar_m05aa.mod; put these files to the 'modules' folder manually and overwrite when prompted. Also, by keeping the installog after the installation will help you to track which files goes to where. Compatibility: will be compatible with mostly anything - only make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tar_m04aa.mod and tar_m05aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Undercity [tar_m04aa] and the Lower Sewers [tar_m05aa] module The mod is play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: for this particular full-version, I'm asking you not to redistribute them - I'd like to stay in touch with so I know where to provide supports. With initial release which is v0.8; I grant permission to redistribute them with usual policy applies. 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 to, particularly if my work are included. And then, make sure to give credits to BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of, and for the information regarding model scaling also information about the INI setup which makes this mod a possibility JCarter426 for all his awesome work that I look up to - I learned a lot from his mod setup and been practice often using their method Inyri Forge for Female Mandalorians - which Sound Set's installation that I use as a guide for this mod Trex for TJM's Rakghoul texture which few elements being an inspiration ROTNR for Creating Module Files in KotOR tutorial which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool stoffe and Fair Strides for the magnificent TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit, KOTORmax and its Scale Wizard script which a significant part of this mod development ndix UR for tga2tpc TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for Simple Model Viewer which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  2. Version 1.0.1

    532 downloads

    Ebon Hawk Camera Fix by Mrtops v1.0.1 About: This mod replaces the camera placement in the Ebon Hawk, which is absurdly close to the character, with the default camera position used in the rest of the game. Compatibility: This mod should be compatible with any mod that does not change the camera placement in the Ebon Hawk. Permissions: You may use or redistribute this mod in any way you please, as long as credit is given. Credits: Fred Tetra for KotOR Tool Stoffe / Fair Strides for TSLPatcher xoreos for xoreos-tools License: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, ASPYR, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  3. Version 1.0.1

    395 downloads

    This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb
  4. Coming off of my first major project, K1 Companion Sidequest Rewards, my focus is still on gameplay/design enhancements for the first Kotor. Something that struck me during my most recent playthrough is how unimportant/tacked on skills feel. This next project's goal will be to further imbed skills into K1's gameplay, validating INT/Sent/Skill focused builds as a more meaningful choice for players. The outline for this project builds on the awesome work by @jc2 and their Improved Grenades mod. For the other skills, I have the following ideas (ascending rank in terms of perceived difficulty): Computer Use → "Unlocking" T3-M4's ability to act as an upgrade bench (ala my Sidequest Reward mod) Treat Injury → Swapping Canderous Implants (ala TSL) Repair → Custom skill challenge with T3-M4 to create unique items: Dual Wieldable Stun Batons Lightsaber variants (Reg/Short/Double) Unique Droid Items for T3-M4/HK-47 Recreate Revan's "Original" lightsaber Persuade → Make all* merchants adjust their prices based on persuade skill Awareness → Swap out all Sith assassin encounters ("Malak was most displeased...") with: Create some kind of trigger that initiates a cutscene/dialog Spawn in Sith assassins during scene, framed as though they came out of stealth If Awareness (per current party member) is less than X, they lose half their health Regular dialog/Regular combat (Potential; Spawn in more assassins based on player level/difficulty) I have a sense on how to approach all of these ideas except the last one...creating custom encounters is totally out of my current understanding. As always, if anyone has any tips/comments/warnings on any of the above, I am eager to hear them.
  5. View File Atton Soundset for K1 - Male PC Replacement Replaces the male player characters sounds with Attons from K2, best used alongside Effixian's Atton from K2 to K1 1.0.0 --Installation-- Drop all the content within the folder "Atton Soundset for K1" into your streamsounds folder, replace when asked. --Uninstall-- Drop all the content within the folder "K1 Player Soundset Backup" into your streamsounds folder, replace when asked. Submitter DerangedVX9 Submitted 05/10/2022 Category Mods K1R Compatible Yes  
  6. Version 1.0.0

    99 downloads

    Replaces the male player characters sounds with Attons from K2, best used alongside Effixian's Atton from K2 to K1 1.0.0 --Installation-- Drop all the content within the folder "Atton Soundset for K1" into your streamsounds folder, replace when asked. --Uninstall-- Drop all the content within the folder "K1 Player Soundset Backup" into your streamsounds folder, replace when asked.
  7. Version 1.4.1

    907 downloads

    Czerka Corp is one of the biggest business entities in the galaxy, employing billions of sentients on who knows how many planets. Yet in the vanilla version of K1, the developers made some weird (to my mind) decisions on how to depict the employees of this vast corporate empire. JC's Korriban: Back in Black mod recognized and corrected the odd decision the developers made to have Czerka employees wearing Sith military uniforms, but this weirdness regarding Czerka is not just limited to Korriban. On Tatooine, there are personnel identified as Czerka employees who are dressed as commoners. On both Tatooine and Kashyyyk there are Czerka guards patrolling their areas unarmed. It could be argued that these might be local contracted labor who therefore don't get uniforms, but I don't really picture this for security personnel, who serve as the only type of law enforcement in places like Anchorhead, or for the crews of the sandcrawlers, who operate specialized equipment that was imported to the planet. On Kashyyyk, a particularly dangerous planet, you would expect to have every security person armed and wearing armor to protect them from the wildlife and to deal with potential rebellion by the people they are enslaving. That's not to say there's absolutely no place for independent contractors, but I think those characters would be mostly people operating small businesses under license, like the bartenders in Dreshdae and Anchorhead, the weapons dealer in Dreshdae, or the Ithorians running the hunting club or the droid shop in Anchorhead. I also didn't like that only human and Twi'lek employees got uniforms, especially when the Ithorian on Kashyyyk held what seemed to be a very important position there. This mod seeks to address these issues by appropriately clothing all Czerka personnel and providing armor for those employees who should have it. ----------------------------------------------------------------------------------------------- Czerka Armor and Appearance Fixes for Star WarsTM - Knights of the Old Republic by garm343 ----------------------------------------------------------------------------------------------- Version 1.4 completed 2/13/22 Description: This updates the previous mod, adding new armor skins and correcting certain errors present in v1.0: 1. New 1.4 skins are now the default installations for Czerka armor. These new skins are a closer approximation of the colors of the Czerka uniform: darker greens and a more peach shade of orange. 2. It has been pointed out to me that Fodo Medoo, the pazaak-playing Rhodian dock worker on Kashyyyk explicitly states that he works for Czerka as a contract laborer and therefore does not get a uniform. This mod will now leave Fodo in his default appearance. 3. In v1.0, the mod failed to alter Carth friend Jordo's clothing to the green Czerka supervisor's uniform. This error has been corrected. See the v1.0 information below. The armor stats remain unchanged and the mod will still appropriately arm and armor all Czerka paramilitary personnel. Installation: Remains unchanged as in v1.0. However, while the v1.4 skins are the defaults, the v1.0 can still be installed if you preferred the originals. To overwrite the new skins, just copy everything in the 1.0 Skins folder and paste them in your game's Override folder. You can switch it back to the new skins by following the same procedure with the files in the 1.4 Skins folder, or mix and match as you like. Uninstallation, compatibilities and K1R: Remains the same as in v1.0. Acknowledgements: In addition to those listed in the v1.0 acknowledgements, I would like to thank JDub96 for pointing out the errors in the mod and suggesting the look for the new skins. My apologies for it taking so long to make these changes. ----------------------------------------------------------------------------------------------- Version: 1.0 completed 9/24/20 Description: This mod makes several changes to the appearances and capabilities of characters employed by Czerka Corp: 1. All human and Twi'lek non-paramilitary Czerka personnel wear Czerka uniforms. Czerka employees on Korriban wear standard Czerka uniforms instead of Sith military uniforms. The Czerka miners on Tatooine and Mission's brother Griff also wear Czerka uniforms. 2. The Rodians Greeta and Fodo and the Ithorian Janos wear varients of the Czerka uniform that are fitted for their respective species. 3. All Czerka personnel working in the paramilitary departments of the company such as security, slaving or hunting are appropriately armed for their jobs and also wear custom Czerka armor which displays an employee's rank by the number of stat bars on the chest (for men) or sleeves (for women). There are six ranks (loosely based on police ranks) in all. Rank determines the type of armor worn by the employee: Stat Bars Rank Armor =============================================================================================== 0 Guard Czerka Light Armor 1 Constable Czerka Light Armor 2 Officer Czerka Mod I Armor 3 Sergeant Czerka Mod II Armor 4 Lieutenant Czerka Mod III Armor Special Captain or higher Czerka Medium Armor This armor can be obtained in game and worn by PCs. It comes in five varieties: --------------------------------- Czerka Light Armor Base Class: 4 Note: Basically just a standard combat suit bearing the Czerka colors and logo. No special features. --------------------------------- Czerka Mod I Armor Base Class: 4, Upgradable Armor Reinforcement: +1 Defense Bonus Mesh Underlay: Resist 5/- vs. Energy --------------------------------- Czerka Mod II Armor Base Class: 4, Upgradable Armor Reinforcement: +2 Defense Bonus Resist 10/- vs. Slashing Mesh Underlay: Resist 10/- vs. Energy Resist 5/- vs. Fire ---------------------------------- Czerka Mod III Armor Base Class 4, Upgradable Armor Reinforcement: +3 Defense Bonus Resist 10/- vs. Slashing Resist 10/- vs. Piercing Mesh Underlay: Resist 15/- vs. Energy Resist 10/- vs. Fire ----------------------------------- Czerka Medium Armor Base Class: 6, Upgradable Attribute Bonus: +1 Dexterity Armor Reinforcement: +2 Defense Bonus Mesh Underlay: Resist 20/- vs. Universal For everyone concerned that this mod will cause the all-green Czerka commander's uniform to disappear from the game (since only Captain Dehno and Commander Dern wear it in the original game), don't worry. That uniform has been reassigned to non-paramilitary personnel who work in supervisory positions like the mining team leader on Tatooine, the guy who manages the Czerka general store on Korriban, or Carth's friend Jordo who is apparently a cargo ship's captain. Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically. Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files. Compatibility: This mod is compatible with any other mod that does not share the same .utc, .uti, .utp and .tga, file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. There may be incompatibilities of this mod's Korriban .utc files with JC's Korriban: Back in Black mod, but I am not certain, since JC's mod installs content at the module level and I do not know if this adds files into the Override folder or not. K1R Compatible: Yes Acknowledgements: This mod was made using the following tools: TSL Patcher v. 1.2.10b1 ChangeEdit v. 1.0.5b1 KOTOR Tool v. 1.0.2210.16738 GIMP v. 2.10.6 Many thanks to the authors and developers of these programs! Thanks also to deadlystream.com, BioWare and LucasArts. Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.
  8. Version 1.0.0

    152 downloads

    Adds all the armor the sith trooper wear as Disguises. -Best used with A Future Pilots Sith Soldier Texture Restoration 2.4 https://deadlystream.com/files/file/1289-sith-soldier-texture-restoration/ --Installation-- Put all files into your override folder. --Usage-- Add via cheat codes --How do i use cheat codes?-- Find and go to your game folder. Open up swkotor. ini, go under [Game Options] then add "EnableCheats=1" without quotation marks. When in game press the tilde key (` or ~) and type in codes you want to use. --Codes-- giveitem ptar_sitharmor03 -Standard giveitem ptar_sitharmor04 -Heavy (Red) giveitem ptar_sitharmor05 -Elite (White)
  9. View File Sith Trooper Armors for K1 Adds all the armor the sith trooper wear as Disguises. -Best used with A Future Pilots Sith Soldier Texture Restoration 2.4 https://deadlystream.com/files/file/1289-sith-soldier-texture-restoration/ --Installation-- Put all files into your override folder. --Usage-- Add via cheat codes --How do i use cheat codes?-- Find and go to your game folder. Open up swkotor. ini, go under [Game Options] then add "EnableCheats=1" without quotation marks. When in game press the tilde key (` or ~) and type in codes you want to use. --Codes-- giveitem ptar_sitharmor03 -Standard giveitem ptar_sitharmor04 -Heavy (Red) giveitem ptar_sitharmor05 -Elite (White) Submitter DerangedVX9 Submitted 05/08/2022 Category Mods K1R Compatible Yes  
  10. View File Dark Jedi Outfits for K1 Adds all the robes the Dark Jedi wear as Disguises. --Installation-- Put all files into your override folder except the optional folder,read more there. --Usage-- Add via cheat codes --Codes-- giveitem darkjedirobe1 -Default Grey giveitem darkjedirobe2 -Female Grey giveitem darkjedirobe3 -Blue giveitem darkjedirobe4 -Red giveitem darkjedirobe5 -White Submitter DerangedVX9 Submitted 05/08/2022 Category Mods K1R Compatible Yes  
  11. Version 1.0.0

    197 downloads

    Adds all the robes the Dark Jedi wear as Disguises. --Installation-- Put all files into your override folder except the optional folder,read more there. --Usage-- Add via cheat codes --Codes-- giveitem darkjedirobe1 -Default Grey giveitem darkjedirobe2 -Female Grey giveitem darkjedirobe3 -Blue giveitem darkjedirobe4 -Red giveitem darkjedirobe5 -White
  12. Version 1.0

    2,257 downloads

    ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by 0. This mod has been made for KotOR. ############################ # REQUIREMENTS ############################ - Kotor1 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Should be compatible with any mod that does not affect pazaak decks. ############################ # HOW TO INSTALL ############################ Recommended Method : TSLPatcher Method. Go to the TSLPatcher/ folder and execute "TSLPatcher.exe". This method will only modify few lines in "pazaakdecks.2da", preserving compatibility with other mods that already have modified this file. Alternative Method : Override Method. Copy the content of the override folder in the override/ folder of Kotor1. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  13. Version 2.0.0

    12,693 downloads

    This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb
  14. View File Revised: Czerka Armor and Appearance Fix Czerka Corp is one of the biggest business entities in the galaxy, employing billions of sentients on who knows how many planets. Yet in the vanilla version of K1, the developers made some weird (to my mind) decisions on how to depict the employees of this vast corporate empire. JC's Korriban: Back in Black mod recognized and corrected the odd decision the developers made to have Czerka employees wearing Sith military uniforms, but this weirdness regarding Czerka is not just limited to Korriban. On Tatooine, there are personnel identified as Czerka employees who are dressed as commoners. On both Tatooine and Kashyyyk there are Czerka guards patrolling their areas unarmed. It could be argued that these might be local contracted labor who therefore don't get uniforms, but I don't really picture this for security personnel, who serve as the only type of law enforcement in places like Anchorhead, or for the crews of the sandcrawlers, who operate specialized equipment that was imported to the planet. On Kashyyyk, a particularly dangerous planet, you would expect to have every security person armed and wearing armor to protect them from the wildlife and to deal with potential rebellion by the people they are enslaving. That's not to say there's absolutely no place for independent contractors, but I think those characters would be mostly people operating small businesses under license, like the bartenders in Dreshdae and Anchorhead, the weapons dealer in Dreshdae, or the Ithorians running the hunting club or the droid shop in Anchorhead. I also didn't like that only human and Twi'lek employees got uniforms, especially when the Ithorian on Kashyyyk held what seemed to be a very important position there. This mod seeks to address these issues by appropriately clothing all Czerka personnel and providing armor for those employees who should have it. ----------------------------------------------------------------------------------------------- Czerka Armor and Appearance Fixes for Star WarsTM - Knights of the Old Republic by garm343 ----------------------------------------------------------------------------------------------- Version 1.4 completed 2/13/22 Description: This updates the previous mod, adding new armor skins and correcting certain errors present in v1.0: 1. New 1.4 skins are now the default installations for Czerka armor. These new skins are a closer approximation of the colors of the Czerka uniform: darker greens and a more peach shade of orange. 2. It has been pointed out to me that Fodo Medoo, the pazaak-playing Rhodian dock worker on Kashyyyk explicitly states that he works for Czerka as a contract laborer and therefore does not get a uniform. This mod will now leave Fodo in his default appearance. 3. In v1.0, the mod failed to alter Carth friend Jordo's clothing to the green Czerka supervisor's uniform. This error has been corrected. See the v1.0 information below. The armor stats remain unchanged and the mod will still appropriately arm and armor all Czerka paramilitary personnel. Installation: Remains unchanged as in v1.0. However, while the v1.4 skins are the defaults, the v1.0 can still be installed if you preferred the originals. To overwrite the new skins, just copy everything in the 1.0 Skins folder and paste them in your game's Override folder. You can switch it back to the new skins by following the same procedure with the files in the 1.4 Skins folder, or mix and match as you like. Uninstallation, compatibilities and K1R: Remains the same as in v1.0. Acknowledgements: In addition to those listed in the v1.0 acknowledgements, I would like to thank JDub96 for pointing out the errors in the mod and suggesting the look for the new skins. My apologies for it taking so long to make these changes. ----------------------------------------------------------------------------------------------- Version: 1.0 completed 9/24/20 Description: This mod makes several changes to the appearances and capabilities of characters employed by Czerka Corp: 1. All human and Twi'lek non-paramilitary Czerka personnel wear Czerka uniforms. Czerka employees on Korriban wear standard Czerka uniforms instead of Sith military uniforms. The Czerka miners on Tatooine and Mission's brother Griff also wear Czerka uniforms. 2. The Rodians Greeta and Fodo and the Ithorian Janos wear varients of the Czerka uniform that are fitted for their respective species. 3. All Czerka personnel working in the paramilitary departments of the company such as security, slaving or hunting are appropriately armed for their jobs and also wear custom Czerka armor which displays an employee's rank by the number of stat bars on the chest (for men) or sleeves (for women). There are six ranks (loosely based on police ranks) in all. Rank determines the type of armor worn by the employee: Stat Bars Rank Armor =============================================================================================== 0 Guard Czerka Light Armor 1 Constable Czerka Light Armor 2 Officer Czerka Mod I Armor 3 Sergeant Czerka Mod II Armor 4 Lieutenant Czerka Mod III Armor Special Captain or higher Czerka Medium Armor This armor can be obtained in game and worn by PCs. It comes in five varieties: --------------------------------- Czerka Light Armor Base Class: 4 Note: Basically just a standard combat suit bearing the Czerka colors and logo. No special features. --------------------------------- Czerka Mod I Armor Base Class: 4, Upgradable Armor Reinforcement: +1 Defense Bonus Mesh Underlay: Resist 5/- vs. Energy --------------------------------- Czerka Mod II Armor Base Class: 4, Upgradable Armor Reinforcement: +2 Defense Bonus Resist 10/- vs. Slashing Mesh Underlay: Resist 10/- vs. Energy Resist 5/- vs. Fire ---------------------------------- Czerka Mod III Armor Base Class 4, Upgradable Armor Reinforcement: +3 Defense Bonus Resist 10/- vs. Slashing Resist 10/- vs. Piercing Mesh Underlay: Resist 15/- vs. Energy Resist 10/- vs. Fire ----------------------------------- Czerka Medium Armor Base Class: 6, Upgradable Attribute Bonus: +1 Dexterity Armor Reinforcement: +2 Defense Bonus Mesh Underlay: Resist 20/- vs. Universal For everyone concerned that this mod will cause the all-green Czerka commander's uniform to disappear from the game (since only Captain Dehno and Commander Dern wear it in the original game), don't worry. That uniform has been reassigned to non-paramilitary personnel who work in supervisory positions like the mining team leader on Tatooine, the guy who manages the Czerka general store on Korriban, or Carth's friend Jordo who is apparently a cargo ship's captain. Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically. Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files. Compatibility: This mod is compatible with any other mod that does not share the same .utc, .uti, .utp and .tga, file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. There may be incompatibilities of this mod's Korriban .utc files with JC's Korriban: Back in Black mod, but I am not certain, since JC's mod installs content at the module level and I do not know if this adds files into the Override folder or not. K1R Compatible: Yes Acknowledgements: This mod was made using the following tools: TSL Patcher v. 1.2.10b1 ChangeEdit v. 1.0.5b1 KOTOR Tool v. 1.0.2210.16738 GIMP v. 2.10.6 Many thanks to the authors and developers of these programs! Thanks also to deadlystream.com, BioWare and LucasArts. Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts. Submitter garm343 Submitted 02/15/2022 Category Mods K1R Compatible Yes  
  15. View File Heyorange's Sith Uniform Reformation Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 DESCRIPTION: This mod is a bunch of reskins of the sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for sith students was added. The Mod is devided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standart sith uniforms for Korriban sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the sith uniform for the added wounded officer on the Leviathan by the K1R modification INSTALLATION: This mod doesn't have TSLPatcher so to install it copy desired files to your Override folder: - If you are using mods such as "Back in Black" or any other mod that changes the uniforms of the sith students and fixes Czerka workers then copy only files from "Heyorange's Sith Uniform Reformation" folder to your Override folder - If you don't have any mods affecting the appearance of the sith students and czerka officers then copy the files both from "Heyorange's Sith Uniform Reformation" and "Sith Students + Czerka on Korriban fix" folders to your Override folder - If you are using K1R modification than copy the files from all of 3 folders to your Override folder COMPABILITY: Would be incompatible with any mods that change the model of the sith officers. Should work both with vanilla game and K1R. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter heyorange Submitted 01/29/2022 Category Mods K1R Compatible Yes  
  16. View File [K1] Companion Sidequest Rewards Brings a version of TSL’s richer companion interactions to K1. Grants character specific benefits after finishing their sidequests. Description: I am a big believer that story and gameplay should effect each other as much as possible. In TSL that is fulfilled by lots of real benefits for engaging with party members. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I built this on. This mod works by leveling up companions and equipping custom items to their hidden inventory slot when you finish their relevant quest or dialog. The goal is to provide some unique incentive for fully experiencing each character's storyline. The specific triggers for each rewards are below (potential spoilers): Each party member, besides Bastila, will receive the following bonuses (Mod/Story Spoilers): Some quests can end in more than one way, in those cases rewards will be granted (or not) in a way that makes sense for the character. If you are not seeing a reward (Level up + bonus) after finishing a quest, you should after having a follow-up discussion with them. For some, K1's difficulty can already feel low. While I have done my best to keep these bonuses balanced, completing these quests will increase the overall power of your party. Because of this, I'd recommend a mod that increases the overall difficulty, such as Zulkain's Impossible Difficulty Restored. Compatibility (updated 3/4/2022): Known Bugs (updated 3/4/2022): Permissions: Please do not redistribute this mod on another platform without my permission, unless I cannot be reached for 3 months time. Anyone is free to use any of the content of this mod in whatever projects/mods they want as long as they credit me where appropriate. Credits: Darksaber UTI/Model/Texture – Jcarter426 Big thanks to Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for DarthParametric as they talked through issues Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher JC & Sdub for helping me figure out Xor’s real .dlg file StellarExile & N-Drew25 for taking a look at my mod before release Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor Stoffe & Fair Strides - TSLPatcher (Original Credits for JC's Darksaber for K1) DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v NWNSSCOMP – Torlack, stoffe, & tk102 Saber – Andrew Kramer & VideoCopilot.net tga2tpc – ndix UR Submitter Masamune753 Submitted 01/23/2022 Category Mods K1R Compatible No
  17. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by leveling them up and equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their each character's individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need Juhani → Threat from Xor Jolee → After Final Dialogue HK-47 → Finishing repairs T3-M4 → Finishing a custom dialog The bonuses would include leveling the character to make them equal to the player as well as the following: Progress: Released version 1.0! [1/26/2022] Credits (Will continue to update as I go): Big thanks to Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for DarthParametric as they talked through issues Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher JC & Sdub for helping find Xor’s .dlg file djh268 for their full game saves I used for testing StellarExile & N-Drew25 for taking a look at my mod before release Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor Stoffe & Fair Strides - TSLPatcher
  18. Version 1.0.0

    215 downloads

    Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These "Diatium-Charged Escrima" are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials!
  19. View File [K1] Cool Saber Icons This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb Submitter ebmar Submitted 12/10/2018 Category Skins K1R Compatible Yes  
  20. View File [K1] Alignment Fancy Bits This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb Submitter ebmar Submitted 12/23/2021 Category Mods K1R Compatible Yes
  21. Version 1.0

    834 downloads

    This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.
  22. Version 1.0.0

    14,786 downloads

    This mod replace the default voice-over used by the Elder Droids with the Legends rendition. # Background # It was one fine evening when I take a walk inside the Elder's Settlement. I wonder how them droids sounds like, and then... why do they sounded like T3? So I wanted to experience something else, then I remember back in the Ancient Ruins of Dantooine there was a similar droid there that has something different with it. Apparently it was speaking Rakatan's language that the PC did not recognized. I decided that I had to incorporate that with the droid then, hence the making of this mod. # About this Mod # This mod replace the default voice-over used by the Elder Droids with the Legends rendition. The sound was made using an inverted Rakatan's voice-over with added droid-like filters on top of it. By concept it gave an idea that the droids were speaking an epitome of language that the PC did not understand [in Bastila's voice], resulting in addition of changing the spoken line of the droids. It also changes the bubble-bark conversation to a cinematic one. For a distinctive look at what the mod does, here is the preview - # Final Remarks # There's always room for improvements; critiques, comments, suggestions, questions and feedbacks for the next update are very much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove eb_elderdrd_ANGM.wav from the streamwaves folder Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build Will not be compatible with any mods that hard-overwrite the Elder Settlement/unk_m42aa module Pay attention to the patcher's warning messages upon installing the mod. If it tells you that it found an instance of k_hdroid1_dialog.dlg and unk42_elddroidXYZ.utc in the Override folder, then there might be a compatibility issue indeed For this mod to be fully effective you should at least load a saved game before entering the Elder Settlement [unk_m42aa] module The mod is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. 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 BioWare & LucasArts with the release - as without them the enjoyment would be non-existent. A bit of appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for past-present knowledge which allows me to create mods and for all his outstanding creation that I am a fan of, also for the WAV header-converter stuff which makes the included custom VO went functional JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool The Audacity Team for Audacity Chrysocome and John Newbigin for dd stoffe for the magnificent TSL Patcher and Fair Strides for improving its features tk102 for K-GFF and DLGEditor Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor -eb
  23. Version 1.0.0

    1,114 downloads

    This mod replaces the KOTOR legal screen with a high-resolution version that stays faithful to the original. The two options for installation are the Classic (4x3 with black borders) and Widescreen (16x9) editions. If you don't see your resolution listed as a download, I may add additional options in the future if requested. Installation & Widescreen Patching To install this mod, simply drop legal.bik into the Movies folder in your game's directory. Make a backup copy of the original if you might uninstall this mod later. In order for this mod to work properly, your game must be patched to run in widescreen. Here's a couple of useful links in doing so. KOTOR Editable Executable Patching Tutorial Credits The GIMP Team, GIMP Olive Team, Olive Video Edior RAD Game Tools, RAD Video Tools Sith Holocron for helping me font-match. Thanks to the KOTOR community for keeping these games alive. Disclaimer This mod is not supported by LucasArts or BioWare. It is for personal usage only and intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  24. Version 1.0

    1,682 downloads

    Hey there!!!!! This is just a quick mod that I decided to make because it always baffled me that no one ever made a mod where the vanilla robes in the game are upgradeable. So, I change that with this mod So, it's pretty simple, all you have to do is go a workbench and upgrade your robes! Yep, that simple!!!! INSTALLATION: Just place all of the files into your override! Yep, that simple! UNINSTALLATION: Just remove all of the files from your override! PERMISSIONS: You may NOT redistribute this mod without strict permission by myself, and only myself. There's not much that I can really say about this mod, so yeah. I'll just leave all the stats for the upgrades here: Jedi Robes: 
g_a_jedirobe01 - Jedi Robe (Brown) Mesh: Regenerate Force Points +1 Reinforcement: Wisdom +1 
g_a_jedirobe02 - Dark Jedi Robe (Black) Mesh: Strength +1 Reinforcement: Regeneration +1 
 g_a_jedirobe03 - Jedi Robe (Red) Mesh: Improved Saving Throws: Fortitude +1 Reinforcement: Defense Bonus Vs. Droids +1 
 g_a_jedirobe04 - Jedi Robe (Blue) Mesh: Constitution +1 Reinforcement: Damage Resistance: Cold 5/-
 g_a_jedirobe05 - Dark Jedi Robe (Blue) Mesh: Improved Force Resistance +10 Reinforcement: Damage Resistance: Light Side 5/- 
 g_a_jedirobe06 - Qel-Droma Robes Mesh: Charisma +2 Reinforcement: Damage Resistance: Dark Side 15/- Jedi Knights Robes: 
 g_a_kghtrobe01 - Jedi Knight Robe (Brown) Mesh: Regenerate Force Points +2 Reinforcement: Wisdom +2
 g_a_kghtrobe02 - Dark Jedi Knight Robe (Black) Mesh: Strength +2 Reinforcement: Regeneration +2 
 g_a_kghtrobe03 - Jedi Knight Robe (Red) Mesh: Improved Saving Throws: Fortitude +2 Improved Saving Throws: Will +1 Reinforcement: Defense Bonus Vs. Droid +2 
 g_a_kghtrobe04 - Jedi Knight Robe (Blue) Mesh: Constitution +2 Reinforcement: Damage Resistance: Cold 10/- 
 g_a_kghtrobe05 - Dark Jedi Knight Robe (Blue) Mesh: Improved Force Resistance +16 Reinforcement: Damage Resistance: Light Side 10/- Jedi Masters Robes: 
g_a_mstrrobe01 - Jedi Master Robe (Brown) Mesh: Regenerate Force Points +3 Reinforcement: Wisdom +3 
 g_a_mstrrobe02 - Dark Jedi Master Robe (Black) Mesh: Regeneration +3 Reinforcement: Strength +3 
 g_a_mstrrobe03 - Jedi Master Robe (Red) Mesh: Improved Saving Throws: All +2 Reinforcement: Defense Bonus Vs. Droid +3 
 g_a_mstrrobe04 - Jedi Master Robe (Blue) Mesh: Constitution +3 Reinforcement: Damage Resistance: Cold 15/- 
 g_a_mstrrobe05 - Dark Jedi Master Robe (Blue) Mesh: Improved Force Resistance +24 Reinforcement: Damage Resistance: Light Side 15/- SPECIAL THANKS: Thanks as always to everyone out there who actually downloads my mods and appreciates what I do. Also, thanks to FS for recommending to me how to make the robes upgradeable, it was a simple fix at that...
  25. The Qel Cay Droma robes from the comics could be made using the onderon soldier armor model from tsl as the base. I saw a lore friendly reskin of the normal jedi robes that mimic the comic style robes and i liked the idea.. than I saw the onderon soldier and a light bulb went off in my head. It's the perfect model to use to make some custom Qel Cay Droma robes, CAN SOMEONE PLEASE MAKE THIS A THING?