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Found 116 results

  1. Version 1.0.0

    158 downloads

    The texture used on both these desks is used pretty ubiquitously throughout both Kotor games I wanted to make it look a little better. -To Install simply drag the contents of the folders you want into your Override folder. -To Uninstall, remove those files from your Override folder.
  2. Has anyone tried to fully understand what is saved by the client in Kotor 1 in the swkotor.exe? I know that movie resolutions, letterbox dimensions, and resolution are saved in the exe. Is there a list that explains which hex sequence attributes to what? And if not, is there a way or does anyone already have an idea on how to decode it? We could fix a lot of issues if we can understand the hex data fully, like the map size after the widescreen fix ( which Im mainly interested in ) My ideal dream would be at least understanding the important things in the hex data and making a list or even a script that reads the exe and spits out a text file, that says this sequence means XX and has YY values. An interpreter of sorts
  3. This is a thread I made on LucasForums back in 2016, where I was experimenting with adapting larger mods to IOS. I am posting it here since it might help people, and I intend to continue my research! This thread is to offer important feedback to modders and help adapt the larger Kotor I mods (such as Brotherhood of Shadow) on the IOS version of Kotor I. Since I have replayed Kotor I as an IOS version, I totally loved the idea of porting and optimizing it for mobile platforms! If works great on an iPad, the big screen, portability and optimized controls made playing Kotor on IOS feel like reading a great book, it is an awesome experience! After re-finishing the games on my iPad, i started looking for story mods and total conversions, wanting more of this awesome gaming experience. I discovered that small mods like appearance changers and added items can be easily installed, however larger mods that introduce new modules into the game do not seem to run properly, and there seems to be nobody working on getting them to work... I tried the following story / total conversion mods so far, and managed to get them working to some degree, but so far they all seem to have major problems regarding how the scripts and asset placement are handled by the mobile port of the game: 1. Brotherhood of Shadow - Solomon's Revenge 2. Yavin IV Mod 3. Kotor 1 Restored Content Mod Here is a detailed report I have made from a beta tester's standpoint regarding how these mods are handled by the IOS version. 1. Brotherhood of Shadow - Solomon's Revenge Type: story mod / total conversion Adds entire new modules to the game, with new areas, characters and items. - Changed mod files filenames from uppercase or mixed characters to complete lowercase characters in order to fix the IOS character capitalization issue. - Installed on a jail broken IOS device (iPad 3 Wi-Fi), transferred onto device via the iFunBox Windows application (was used to transfer the mod assets from the PC to the iPad), installed using the IOS Cydia app iFile (was used to place the mod assets into the game install directory because iFunBox had restricted access to that folder). Mod installed successfully. - Game runs fine after mod installed, the Brotherhood of Shadow splash screen appears after the Kotor 1 splash screen, just like on the PC version. Nothing changes when starting a new game or loading an older save game. If the save game included in the Brotherhood of shadow mod is also installed, along with the mod, loading it will not be possible! In order to make it work, we must change all the save games files filenames to complete lowercase letters because IOS has this issue, where case capitalization of filenames matters! A file named "Save.sav" will be seen as a distinct file from "SAVE.SAV", also distinct from "save.sav" - this is very important when attempting to run a mod! Changed file names to complete lowercase, save game now loads. - After loading save game, the game runs perfect, the player can go to Korriban and will notice new assets like the Czerka outpost and the technician fixing the door on the corridor! The player can start the mod's story-line by talking to the Rodian inside the bar. The characters are loaded perfectly, their appearances are the same as on PC, the conversation runs perfect, there are no bugs to this point. - When the player lands on Tatooine to confront Daemon Drexl, the game runs OK until the player exits the spaceport and enters the city gate. At that moment, after the module loads, a few seconds after successfully loading and the player takes a few steps on the map, the game suddenly crashes! Tried multiple times, the same result occurs, the game exits back to IOS. Bug occurrence: 5/5 - Using a PC i bypassed this point, transferred the save game file to a PC, played that section on the PC until the mission on the Orion begins (in order to bypass all Tatooine sequences, since the game crashes in this area). Transferred new save game made on the Orion back to iPad. Save game loads, new BoS loading screens work perfectly on IOS! - Started playing further on the Orion on the iPad, some module assets are completely missing! All the doors on the Orion are missing,through the ones that should be permanently closed outer space can be seen, plot related doors (like the cargo bay door) are also absent, allowing the player to enter those areas. Sara Degana is also completely missing from the map, this bug is practically preventing the player to progress further in the game! All other assets appear and work perfectly, the player can speak to the Captain, the Mechanic and the Pazaak player and the conversation works with no bugs, all other items work fine. - Bypassing this portion of the game like before was not possible this time, as when the save game is transferred back to the PC some of the missing assets still do not appear! The doors now appeared as normal, but Sara Degana was still missing. Continued with the old save (before moving it to the IOS), that loaded all assets, including Sara. Progressed further until back in the first section of Orion, where the player must find the code fragments in order to open the cargo bay to access the artifact. Transferred new save to the iPad. - Doors and enemies that loaded perfectly on the PC using the same save game are now missing, the enemies do not show up, instead only the piles of items that show after they are defeated are present (it is like they had all been killed before loading the save). Other assets like the robots work OK, the computer console can be accessed and the codes inputted. After all codes are inputted and the player gives the computer terminal the command to open the cargo bay door, the game crashes like on Tatooine. After this portion I have stopped play-testing this mod on IOS. I have used a smart Windows application that allows multiple files renaming, to change all the file names of all files of the mod to lowercase letters (this was done to circumvent the IOS case letters capitalization roadblock that affected the save game files). There was no result, everything runs just like before (that is strange since I had expected at least some reaction, as the renamed files should have either loaded because before they could not load before due to the uppercase filenames, either they could load fine before but changing their filenames to lowercase would have made them unloadable!) Conclusions: - The mod loads and runs to some extent, loading screen, environments, characters, items and conversations all load). - Some certain assets (certain characters and environment entities, like doors) will not load. - Game crashes at some points. - Most issues seem to be cause by scripts (a given scripted event crashes the game) and assets (doors, characters that do not appear). - Changing the entire mod content to lowercase files format will not habe any impact on the problem. - Save games made after playing in a corrupted environment (first Orion module) will show most of the same corruptions when transferred on a PC where the mod runs perfectly (missing characters). However, some will not (no missing doors). - It appears that entire module elements are sometimes stored onto the save game file (this has been observed by loading a save game done in a modded version of the game into an unmodded version of the game, where the modules that the save game takes place should be missing, yet the save-games load and the module can be explored!) - Will attempt fresh reinstall using TSL Patcher method and post results soon! 2. Yavin IV Mod Type: add-on story mod / total conversion Adds new content (modules, characters, items). - Mod installed via the same method as Brotherhood of Shadow (filenames renamed to lowercase characters and transferred via iFunBox). - Mod launches successfully when accessing the Yavin Space Station left door's control panel. There is a short conversation with the Rodian, then the Yavin mod modules load and work perfectly. Game runs normal in all aspects. Conclusions: - Mod can be successfully installed, started, and played! All the modules, scripts and assets work perfectly! - Running Yavin IV mod on IOS KOTOR a complete success! - Mod 100% play-tested, works perfectly on IOS! 3. Kotor I Restored Content Mod (K1 Restoration) Type: add-on content mod / restored content mod Adds new assets (modules, skins, items) that were cut / scrapped from the original game before launch, but partially left as inactive content in the game files. - Installed using same method as for the previous two mods. - Game loads normally, Kotor restoration splash screen (featuring the Iriaz) is displayed on startup. When starting a new game the first bug occurs: the skins for the male and female soldiers are corrupted, they show as black textures. - The game runs smoothly afterwords, when crash landing on Taris the player can observe the new dialogue lines added by the mod. Everything loads and runs OK after, until reaching the Swoop Registration office at Lower Taris apartments (new location implemented by the mod in an abandoned apartment). The area loads and works perfectly, but when entering the door to the Swoop Tracks the game freezes on the loading screen. The game is affected only if the player attempts to enter the door to the swoop tracks, otherwise you can exit the area and there are no other bugs. - There are no problems until forward, when reaching the Black Vulkar base. When entering the elevator to the upper level (that has been added by the mod where the armory is located in the unmodded game), the game crashed after the loading screen. This was easily fixed by renaming the module, by changing all uppercase characters to lowercase characters! - After renaming the filename the game loads the level without problems, and the Vulkar Base upper level added by the mid works well except for a few bugs. All assets and characters load and work OK, the player can speak to the Mechanic and the Vulkars in the bar, but the door to the control room where the player must update the garage key with the new code always remains locked, regardless of what the player does! This makes it impossible to progress further in the game. The quest description for this level also have a bug, as they only appear as blank spaces with no text in the quest log! After transferring the save game file to a PC and loading it from there (into a PC version of Kotor with the K1 Restoration mod installed), some parts of the quest logs appear and can be read, but the door still remains locked. I have not yet played further, but plan to use a save game to bypass this area and test the mod on IOS further. Conclusions: - The mod runs mostly fine, with just a few bugs noticed so far (missing or corrupted textures, script errors). - A major scripting bug causes the door on the Vulkar base upper level to always stay locked, preventing the player to progress further. As I test the mods further I will keep updating the post. If anyone else has been researching this and found any solutions to get these mods running on the IOS version, please post everything you have discovered (solutions, tutorials, fixed mod game files) here, it will be of great help! Links to other threads that discuss Kotor I IOS modding: http://www.lucasforums.com/showthrea...=212313&page=2 http://www.lucasforums.com/showthread.php?t=213381 It seems these are the only places on the entire internet where this has been discussed. There was also a brilliant blog called "Kotor IOS mods" made by the modder Revanchist, but it went offline since summer. Users stated that they were working on adapting Brotherhood of Shadow for the IOS version and were close to solving all issues, but there was no reply on these threads since some time...if anyone managed to get it running please share your research and results with us! Major kudos to anyone who managed to get BoS to run smoothly on IOS Kotor I! Unfortunately there is no way to run mods on an non-jail-broken iDevice, because the mod files must be added to the contents of the KOTOR game folder on the iPhone / iPad using special file managers (iFunBox / WinScp and iFile). On an non-jail-broken device the filesystem is locked, preventing users to access the core filesystem in order to add / modify the game files. On an un-jail-broken device the user only has access to the "Photos" folder from a PC / Mac, but in a limited read-only mode, and very limited acces is provided to other folders (Music, Video, Apps) via iTunes. The jailbreak doesn't just add the Cydia app (as most people think), but it also unlocks the entire filesystem, enabling users to access the content on the iDevice like an external hard drive / USB stick by using the special file managers. Th only thing that can be done on an non-jail-broken device is to modify save game files in order to add new items or change player stats. This is done the following way: 1. Extract save game files from the iDevice to a PC / Mac using iTunes. 2. Edit the save game files with a KOTOR save game editor or hex editor if you are an experienced user. 3. Upload save game back to iDevice using iTunes. Full detailed tutorial for editing KOTOR save game files can be found here: https://www.reddit.com/r/kotor/comme...sion_of_kotor/ PROGRESS UPDATE GREAT NEWS: I have managed to get Yavin IV mod to work flawlessly on the IOS version of KOTOR! This has been fixed simply by deleting KOTOR from the iDevice, performing a clean reinstall, renaming all the mod files with their lowercase letter names equivalents on the PC before transferring them to the iDevice, then finally transferring the mod files to their proper folders inside the KOTOR app folder. I have used a Windows application that renames multiple files at once, so I didn't have to rename each and every file manually, I just set the program to rename all the files and it processed them in less then a minute! Also, the mod was not installed by the suggested way involving transferring the KOTOR app folder to a PC and using TSL Patcher on it, then transferring it back to the iDevice. An easier approach was used: 1. The mod files were simply moved from the TSL Patch Data folder inside the mod installer to their proper folders (files that belonged to the "override" folder were placed in an "override" folder created for them (a new user created folder not the one in the game), the ones that go to the "modules" folder were placed in a "modules" folder, etc manually on the PC. 2. The files in these folders were then renamed to complete lowercase characters. 3. The contents of the folders were transferred to the folders with the same name in the KOTOR app folder in the iDevice (PC folder "modules" to "KOTOR.app/modules", etc). For anyone that wants to get this mod, all the links on this forum are dead, and the mod is nowhere to be found unfortunately. This is the last working download link I have managed to find, and this is where I got the original mod files: http://www.lonebullet.com/mods/downl...free-15640.htm Now the mod launches properly when accessing the Yavin IV space station door, the level loads smoothly and all assets, items and cut-scenes load and work perfectly! I will keep "beta-testing" the entire mod content and post a detailed report with pictures soon. Next step will be to try the same approach to the K1R (KOTOR I Restored Content) mod, where a high rate of success is expected, then tackle the biggest mod: Brotherhood of Shadow: Solomon's Revenge! Thank You very much for this advice, this might actually solve the problem with BoS:SR! Actually I was recently thinking about researching this possibility, as I noticed that when installing the mod on a PC with TSLPatcher it reports that the .2da files are modified and not replaced. Your helpful comment just confirmed this theory! This aslo explains why there were so many missing assets (doors, characters, etc) in my BoS:SR install attempt. Installing all these three mods (K1R, BoS:SR and Yavin IV) together seems to be unproductive regardless the installation method used (TSLPatcher or manual install) and the platform the game is running on (Windows or IOS). I have tried running them together and there are game crashing bugs both on the PC and iDevice. It is stated by its creators though that K1R is compatible with BoS:SR, with the condition that K1R is installed last. Since they bring independent story elements and it is not mandatory that they run at the same time, I have used a simple solution to get a complete KOTOR experience: 1. Install KOTOR and mod with K1R, play the enhanced original story campaign. IMPORTANT: Keep a save game prior to traveling to the Star Forge (Rakata Planet)! This will be needed in order to play the other mods. If not, the save game included with the BoS:SR archive can be used. 2. Uninstall and perform a clean reinstall of KOTOR (mandatory on an IOS device, on a PC the KOTOR game folder can be backed up before installing the K1R mod and the un-modded copy can be used afterwards). Install either the Yavin IV or the BoS:SR mod on this clean install and enjoy! I chose to play Yavin IV first as BoS:SR brings an entirely new story line. 3. Repeat step 2 and mod the clean install with the other remaining mod. I will install BoS:SR on my iPad with the TSLPatcher method ASAP and see if I can get it working properly. Thank You and I am happy I could help this great community! Remember when the mobile version of KOTOR was released in 2013 and people started modding it... After we got the simple mods (added skins, items, etc) to work and begun tackling larger mods (total conversions, story mods) like these ones that introduce entire new modules, everyone said that it is not possible to accomplish because the mobile version uses a re-scripted engine, that it will not work, etc. We just believed that it could be done and kept trying anyway, and now we demonstrated that installing larger mods is actually possible and quite simple once we figure out how to do it properly. Yavin IV running smoothly is an example of this accomplishment, as it adds entire new modules containing new maps, skins, items, dialogue and cut-scenes, proving that the mobile version of KOTOR can handle this new game data quite fine. The next milestone will be when the mobile version of KOTO II TSL will be released, as Aspyr Media completed the Mac OS port in July and are already working on the mobile port. If I were to make an educated guess I'd say that KOTOR II will probably be released for mobile platforms (IOS and Android) this Holiday season (most likely the middle of December), as this is a great time for Star Wars releases, because Disney is rebooting the franchise with the new movie and Battlefront 3 game, which will put Star Wars into the spotlight in this period. Also, based on the fact that KOTOR II has almost the same game engine and structure as Kotor I (that has already been ported), and KOTOR II already has a Mac OS port, and is is known that IOS is actually a modified version of Mac OS, Aspyr just has to integrate the same touchscreen user interface and control scheme that was used in the first mobile KOTOR version, and optimize the game for the graphical and processing limitations of the mobile devices. This is something that a team of skilled developers can do in less than a month, with the remaining five months being more then enough for beta testing and tweaks, given that they already have experience in this field after doing this with KOTOR 1, and they also have access to the full KOTOR source code and developer SDK. At any rate, I am sure there will be a mobile KOTOR II TSL release in the near future http://www.aspyr.com/games/star-wars...the-sith-lords When this will happen, most KOTOR veterans like myself will want to replay this gaming masterpiece, and obviously we will want to play it with TSLRCM installed! Modders will then concentrate all their efforts to make TSLRCM to work with the mobile version, which will open the way for bigger story mods and total conversions, like The Jedi Masters and the brilliant work in progress Revenge of Revan! Looks like a bright future... I can't wait to play these great mods in my iPad! ------------------------- PROGRESS UPDATE - 07.01.2016 During the winter holidays I have finally managed to install Brotherhood of Shadow: Solomon's Revenge on the IOS version of Kotor, on my iPad, using the TSL patcher method. I have used the method described below. I have written this tutorial to help anyone else who is uncertain about how to exactly install mods on IOS using the TSL Patcher, since there are many steps that must be carefully respected, although the process itself is not very complicated. Brotherhood of Shadow: Solomon's Revenge (this method works with any mod) IOS Kotor mod install - TSL Patcher method: A jailbroken iDevice is required! 1. Extract and backup the IOS Kotor app data with iFunBox. Connect your jail-broken iDevice (on which Kotor is installed) to your PC / MAC computer. iFunBox must be installed on the computer. Open iFunBox and go to the File Browser tab. Navigate to Raw File System/private/var/mobile/Containers/Bundle/Application and drag Kotor.app from the iFunBox window (it will also have the Kotor icon logo) and drop it to your Desktop. after the transfer is complete you will have a serialized filename folder on your Desktop. Congratulations, you have just backed up your Kotor install! If you also want to backup your Kotor user data which contains your game configuration and save games use iFunBox to navigate to Raw File System/private/var/mobile/Containers/Bundle/Application and (that's the tricky part) open all serialized filename folders/Documents until you find a KOTOR folder inside. Drag the entire serialised filname folder containing the KOTOR folder to your Desktop. Now you have backed up your game data as well! It is wise to save the unmodified backup folders on your computer in order to ease up future modding (you can use a fresh copy of the backup each time you install a mod instead of extracting the Kotor game files from the iDevice each time)! 2. Copy the contents of the KOTOR.app folder inside the first serialized filename folder you extracted earlier (it will be the larger one) to a new folder (you can name it Kotor-mod) 3. Make sure that all the files inside Kotor-mod are NOT read-only. To do that select all files inside the folder, then right click and choose Properties, and check if the "Read-Only" tab is checked. If it is checked or greyed out, make sure to uncheck it! 4. Run the Brotherhood of Shadow: Solomon's Revenge TSL Patcher installer from the BoS:SR mod folder as an Administrator (right click on BoS: SR TSL Patcher installer and click on "Run as Administrator). IMPORTANT: if you have also Kotor installed on the computer you are performing this operation, rename the C:/Program Files/Lucas Arts folder (or whatever folder you installed kotor to) to C:/Program Files/Lucas Arts 001, so that TSL Patcher will not install BoS:SR to your PC / MAC Kotor installation! Inside TSL Patcher, click Install Mod in the lower right corner of the window, then a Browse window will appear, prompting you to poimt it to your Kotor install folder (if you have Kotor also installed on your PC / MAC and do not temporarily rename the install folder as instructed earlier, TSL Patcher will detect it and automatically install the mod there!). Point it to your Kotor-mod folder where you copied the contents of the backed up KOTOR.app folder earlier. Wait for the process to finish, you will most likely receive an error, do not worry it is caused by the fact that there is no "saves" folder inside the Kotor-mod folder, there is no problem, the mod files were copied regardless! 5. Run Multiple Files Renamer and set it to Capitalise / Add action / All small on the selected folders. In the selection screen open the Kotor-mod folder name select the modules, movies, override, streamsounds and streammusic folders. This is very important, as your iDevice uses the Unix filenaming and hierarchy. This is also why you must make sure the files do not come set to read-only mode after extraction from the device. This is basically the roadblock preventing modders to run larger mods like BoS:SR on IOS, the IOS detects all files using a case-sensitive approach, like in the case for a password. Because of this, "BoSSR.mod" is seen as an entirely different file as "bossr.mod" or "BOSSR.MOD" by the IOS filesystem, thus resulting in a "file not found" error if the file is not properly renamed. Congratulations, BoS:SR has been properly installed and adapted to your IOS Kotor installation! 6. Transfer the contents of the Kotor-mod folder back to their place on the iDevice usong iFunBox. Just navigate to the Kotor.app folder and drag the contents there. Unfortunately even after using this recommended install method, the mod still won't run properly on IOS! I have double-chcked everything and the mod files were successfully copied into the Kotor install folder, I have no idea what goes wrong. Even more strange, the mod runs worse after being installed with the TSL Patcher method then it did after being installed with the manual method! Here is the comparative beta-testing report: - BoS: SR successfully installed (all files copied with no errors) using TSL Patcher method. - When starting Kotor, instead of cycling through the intro splash screens, the screen stays black for 2-3 seconds then the game jumps right to the main menu. When using the manual install all splash screens appeared, including the custom BoS: SR splash screen added by the mod. - The game runs normal prior to activating the mod. The Rodian is present in the cantina on Korriban, the player can interact with him in order to start the mod. Both the appearance of the Rodian and the dialogue are OK, no bugs so far. - When arriving on Tatooine, right after leaving the spaceport and entering the city where the cantina is located, after the loading screen, the game freezes after the player takes a few steps forward or after 1-2 seconds. The same thing happened on when the mod was installed using the manual method. This error only occurs when Daemon Drexl must be confronted on Tatooine! Before activating the mod or when loading a save game file (taken from a PC) further into the game the game no longer crashes at this point. It seems that the entire module that contains the Daemon Drexl sequence on Tatooine gets corrupted by his script, causing the game to crash shortly after the module is loaded. - A save game from a PC, taken after speaking to the Rodian on Korriban for the second time was used to bypass this crash. The Tatooine module now works perfect, the game does not crash anymore. The player can go into the cantina on Tatooine and talk to the Bith Captain of the Orion to start the mission. The dialogue works normal and then the intro movie for the mod begins (the one that starts with "Silveredge9 presents..." Showing the Orion fly through space). After the movie ends the game crashes. The crash did not occur when the mod was installed using the manual method. - Used another save game file taken on the PC further into the game, aboard the Orion. After the save game loading screen the game crashes every time, like the module was missing or corrupted! When the mod was installed using the manual method, the module would load every time, but with some missing assets (doors, enemies, some of the characters). Now the game just crashes immediately after the save game loading screen. I have re-checked with iFile, and the module files for the mod are installed and in their proper folders... Conclusions: The mod is still not working, the game crash on Tatooine still takes place, and now all the mod's modules seem to be corrupt, as loading into them causes the game to crash immediately. The following approaches will be attempted further: - Will try capitalizing the filenames of all the files inside the "tslpatchdata" folder of the mod to complete lowercase BEFORE running TSL patcher. - Maybe the modules do not load because when modding with TSL Patcher their default filenames get written into the modded .2da files. Since IOS is case-sensitive with all filenames, maybe the files point to a module called "Module1_BoS.mod", and because the module is now named "module1_bos.mod" the game can't find the file and thus crashes. I will try reinstalling with TSL Patcher but leaving the files as they are after, without renaming them to complete lowercase characters. I will soon post updates on how these proposed solutions worked! UPDATE 18.03.2016 Next I will try installing Vader's Elite's port of Bos:SR for Android on IOS, see how that works! It is already optimized for Android, and IOS has the same Unix root as Android does, so it might just work...
  4. View File HK Stats Rework Description By default, HK-47 has 16 points in Strength, and only 10 in Constitution. This strength stat is almost completely useless, since HK is unable to wield melee weapons. So I have swapped his Constitution and Strength base stats, which should (hopefully) make him a bit more viable as a companion. Installation Double-click 'Install [K1] HK Stats Rework' and use the installer as intended. Uninstallation Remove p_hk47.utc from your Override folder. If TSLPatcher saved a previous version of this file to the backup folder, copy the version in the backup folder into your Override folder. Submitter InSidious Submitted 02/23/2023 Category Mods K1R Compatible Yes  
  5. InSidious

    HK Stats Rework

    Version 1.0.0

    315 downloads

    Description By default, HK-47 has 16 points in Strength, and only 10 in Constitution. This strength stat is almost completely useless, since HK is unable to wield melee weapons. So I have swapped his Constitution and Strength base stats, which should (hopefully) make him a bit more viable as a companion. Installation Double-click 'Install [K1] HK Stats Rework' and use the installer as intended. Uninstallation Remove p_hk47.utc from your Override folder. If TSLPatcher saved a previous version of this file to the backup folder, copy the version in the backup folder into your Override folder.
  6. Version 1.0.0

    1,420 downloads

    SpaceAlex's Unfinished K1 Enhancement Pack Modder's Resource for: KoTOR. I DID NOT CREATE THIS. SpaceAlex did. It was intended to be both a cosmetic NPC upgrade, a loot upgrade that added new items for Knights of the Old Republic, and more. Sadly, it was never finished, but plenty of work was completed by the time the project was cancelled as these screenshots display. Since SpaceAlex's K1 Enhancement Pack was not hosted on the website, I decided to host it myself and provide an easy link to all the assets so someone can either finish it or use bits and pieces of it in their own mods. Personally, I would like the entire mod to be finished as SpaceAlex intended with the NPC Modification Pack Bonus Content, Party Member Reskins, Player Character Clothing and Head Reskins, and Miscellaneous items implemented as optional add-ons. Also, there is a fix for invisible heads for some reason, here: https://deadlystream.com/files/file/417-spacealexs-k1ep-invisible-head-fix/ . Please download this too if you're using it as a mod or just using it for editing. Lastly, do not use this with K1 Restoration because it will cause cosmetic glitches such as Outcast Children looking like Mandalorians. NOTE: I just realized that I took out a few pieces of the file so it would work. I took out anything related to Darth Bandon and Calo Nord, as these additions cause game-breaking bugs. Credits: -The Deadlystream Website Team for creating this website. -SpaceAlex for creating all these assets -All the great modders and users in this community -Fred Tetra for his KOTOR Tool which makes this possible -The original creator of TSL Patcher, which makes mod installation so much easier -BioWare for creating the Odyssey Engine and this awesome game. -milestails and Fallen Guardian for providing the files themselves: https://onedrive.live.com/?id=AF290B5E544EBB56!121&cid=AF290B5E544EBB56
  7. This may take a while to release while I fix all the bugs, but I've made decent progress in just a single day, so that's great. Ever wanted to take the underdog and worst duelist in all of Taris on an adventure? Well, soon, (with any luck) you can! Take Duncan with you as you explore the galaxy, unique dialogue, pazaak, and the ability to make stuff! He replaces T3-M4, Janice has new dialogue: There is plans to add (voiceless) banter between Duncan and characters like Mission, Carth, & HK-47! His voiced dialogue is staying in, as I believe it'd be a bit silly to get rid of any of his voiced dialogue Even further down the line I'd like to add an entire questline, and maybe SOMEDAY get a decent voice-actor, but all of that is likely in the distant future. This is just a place to show off my progress, not to provide a download just yet, sorry ya'll. Disclaimer: I'm sure this might mess with any T3-M4 mods, Taris Dueling Ring mods, or the KOTOR 1 restoration, due to Deadeye appearing on Manaan in it, so keep that in mind. Also, yes, he has the worst stats of any party member by far, but he's far better then his dueling ring self. Known bugs that I currently know of (and would like help with if at all possible): ^This hilarious one, for one. As well as this: Anyway, hope you like what you see!
  8. Version 1.0.0

    1,983 downloads

    DESCRIPTION This is an HD reskin of our loyal astromech droid T3-M4, as well as the rest of the astromech droids. Their textures are now each 2048x2048, each ai-upscaled and manually retouched. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. This mod should be compatable with both KotOR games, though T3-M4's texture will go unused in KotOR. INSTALLATION Drop all the .tga or .tpc files into the Override folder wherever KotOR or KotORII is installed. UNINSTALLATION Delete the previously installed files. THANKS Thanks to the makers of KotORTool, ESRGAN, GIMP, mdledit, KotORBlender, Blender, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  9. Version 1.0.0

    206 downloads

    It is quite strange that the Republic soldiers dont have guards posted in Dantooine. So i just sprinkled some soldiers here and there. This is purely aesthetics
  10. View File Dantooine with Republid soldiers It is quite strange that the Republic soldiers dont have guards posted in Dantooine. So i just sprinkled some soldiers here and there. This is purely aesthetics Submitter Jj117 Submitted 01/13/2022 Category Mods K1R Compatible No  
  11. Hello folks, trying to help a friend mod and play Kotor 1 and while i modded the game correctly, much easier than Kotor 2, i was following this video tutorial: https://www.youtube.com/watch?v=9SKMzwKE34E I followed everything to the letter but when we try and create a char and load in, the cutscenes wont show, the initial trumpet sounds off but then nothing, if we click around we jump to the game when the PC awakens, the monitor resolution is 1080p and i downloaded the remastered upscaled at 1080p from https://www.nexusmods.com/kotor/mods/1306?tab=description, i even tried setting v synch, soft shadows and frame buffer to Zero but nada...any help would be greatly appreciated
  12. I took a crack at trying to make Deadeye Duncan a party member, but it turns out it's a lot harder then it seems. This is a request/help hybrid, not just one or the other. I don't think I'm able to make him a full-fledged party member, I don't care about voice-acting, or repeating phrases or whatnot. I just want him to actually follow me and be able to speak to him in any location in the game, I don't even care if he just repeats his dialogue the whole time. I used Darth333's Spawning Armband to first spawn him in my party, then added a dialogue option that allowed him to play pazaak, problem is, once my party leaves the cantina he stops following me and won't speak to me anymore. He'll join me in combat, he gets revived if he dies, his stats seem about what you'd expect from Duncan. I am absolutely no good at hex editing, I discovered kotor tool yesterday. If I could figure out how to make triggers I feel this would be easier. If I am unable to make him a party member, I'd ask, if at all possible, if someone else could make him a party member? This seemed a lot easier at first and I figured 1 .dlg file what follow him through-out the game, but it seems I need to script him so he'll have this responses anywhere in the game. If I need to actually make a super long script in tons of areas through-out the game, then I'd give up already, because the only way I made the first dialogue option was through kotor tool, and the only way I recruited him was with this mod: https://deadlystream.com/files/file/1660-darth333s-spawning-armband/ If it's easier then I'm making it out to be, please help, if there's some magic script I can put into my override folder that will allow all his conversations to work anywhere in the game AND have him follow me through-out the game, that would be great. Please and thanks. PS... Mods this was a lot of writing, so if this is in the wrong place, please move the topic instead of deleting it, thanks.
  13. I don't know if someone has done this already, but could someone port the blonde guy head from KOTOR 2 to KOTOR 1? or link me to an existing one? I couldn't find it if it has already been done. Thanks! EDIT: This one.
  14. Jj117

    MOD:Featgain

    View File Featgain I tried using the Ultimate Feat mod but midway through the level I became too powerful and all the feats got assigned. To mitigate that I've edited the feats gain file to have only 3 instead of 4 so that we don't become too powerful midway through the game. Thank you and I hope you guys like it. Submitter Jj117 Submitted 06/06/2021 Category Mods TSLRCM Compatible Yes  
  15. Jj117

    Featgain

    Version 1.0.0

    875 downloads

    I tried using the Ultimate Feat mod but midway through the level I became too powerful and all the feats got assigned. To mitigate that I've edited the feats gain file to have only 3 instead of 4 so that we don't become too powerful midway through the game. Thank you and I hope you guys like it.
  16. View File K1 HD Legal Screen 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. These are both 1080p. If requested, additional resolutions may be added in the future. Installation To install this mod, simply drop legal.bik in 'Movies' into the Movies folder in your game's directory. Make a backup copy of the original if you might uninstall this mod later. Widescreen Patching 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 Thanks to Sith Holocron for helping me font-match. Disclaimer This mod is not supported by LucasArts or BioWare. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord 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 receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 03/31/2021 Category Media  
  17. Hi guys With KotOR 1 I've got add an existing Voice Over to a Placeable attached in its .dlg file (just a short phrase). The thing works but with a weird behaviour. The dialog text is launched on screen correctly but the sound just is listened depending the angle I'm facing the Placeable (or the panning). Most of times never is listened, other times starts to sound and in a half second suddenly cut. Other times (the less) I'm able to find a -very thin- correct facing angle and can be listened all the phrase (but with a bit lower level volume than would be normal). I don't know if I have to modify something about the camera options in the .dlg file with the DLG Editor, if there is another system for get voiced sound of a Placeable or what I can do. Any help? Thanks in advance
  18. HI guys In Kotor 1 I need reproduce/create the wall attached to a door. I've placed a door in a passage but it has not "wall". As well I'd need reproduce/create the final and small room of a transition door or add it at the end of the passage. (I think is not needed to say that is the Endar Spire) I've been searching with Kotor Tool if the walls and roof are some kind of Placeables but I haven't found them. (Aside, is possible create and add a new room in a module in KotOR 1?) Opening the .are file with K-GFF I can see the list of the rooms Structs but, aside the particular room names, I see nothing for identify them nor coordinates for copy a struct and relocate in a different place. Someone could help? -------------------------------------------------------------------- Edit: BTW!!!!!!!!! It's a very stupid thing but someone can tell me how can I take screenshots of KotOR in game running on Win7? I've been googleing and I've found that I had to enable it in "swkotor.ini". I've done so but when I try to paste the image in the Paint app I just get a black square as image. I've had to reboot under WinXP for take the screenshots. THNX
  19. Version 1.0.0

    649 downloads

    There are some mods out there that change the uniforms of the Sith on Korriban to robes, but I myself like this incarnation of the Sith being a bit more "modern-looking." But there are some inconsistencies. Mainly, some students wearing uniforms that would only be worn by higher ranked Sith. The same goes for some masters like Uthar and Jorak which are wearing uniforms identical to the students when met even though Uthar later wears much more flashy attire appropriate to his station as head of the academy. My fixes correct certain students wearing uniforms they should not, keeping Yuthura in the unique uniform she wears when first meeting her in the cantina and giving Uthar the same treatment for when you first meet him. I also went ahead and gave Uthar's unique uniform to Jorak, the former head of the academy as he too should not be wearing the common male variant. Minor Spoiler: Both of my files for Yuthura are compatible with the mod "Yuthura Sith Eyes with Light Side Transition" as all that mod does is change the alignment of the Yuthura file for Dantooine so she has non-Sith eyes. My Dantooine Yuthura file has her appear with her unique outfit and also has the alignment modification for the mod compatibility. Just prioritize my "dan13_yuthura.utc" file above the one added by that mod. Credits: Kotor Tool by Fred Tetra
  20. Version 2.0.0

    429 downloads

    I present to you one of the few Android-only compatible mods for Kotor 1. You may be thinking one of two things after that statement; what makes this mod only compatible with the Android port or the fact that an improved galaxy map made by Kexikus already exists which places the planets in their Star Wars canon locations. Well as it turns out that mod is incompatible with the Android port because Aspyr used a scaled down version of the "galaxymap.gui" which results in that mod not working properly in the port. Also, the settings on that mod's TSL Patcher have to be changed even if the Aspyr galaxy map is used in that mod's installation. Bottom line; that mod would have to be reworked to function properly with Android Kotor. Now that I've covered my bases to avoid any claims of mod theft, I'll proceed to explain the mod. First, I don't care much for "canon" placement of the planets. I could have placed them canonically, but I didn't like how most were bunched together on only one side of the map and in a version of the game where most use touch controls it's better to have them neatly separated throught the galaxy map as to avoid touching the wrong one. This mod comes as is and I will most likely not upload a TSL Patcher version. The reason being that many Kotor Android players have no access to a computer and it makes it difficult for them to access some mods. Warning: This mod as stated above is meant to be used with the Android port of Kotor 1. Using it on the PC version may result in damage that I cannot be held responsible for. Credits: TSL Patcher by Stoffe
  21. File Name: Teta's Royal Band Restored File Submitter: InSidious File Submitted: 29 Sep 2014 File Category: Skins A.M.D.G. Teta's Royal Band Restored ========================== by Darth InSidious ------------------ Description ----------- This mod restores Teta's Royal Band to the game. The object grants stealth field nullification. As such, it isn't actually of any use in the game at all, but it's still quite interesting. I've also restored the model for the item, which for some reason Bioware cut before they cut the item itself. It can be found in Woorwill's home on Kashyyyk, or cheated into your inventory by typing 'giveitem g_i_mask13', without the quotation marks. Installation ------------ Double click on "Install Teta's Royal Band Restored.exe", and then click "Install mod". Uninstallation -------------- Remove from your Override folder: g_i_mask13.uti i_mask_015.mdl i_mask_015.mdx ii_mask_015.tga If you have not installed another mod which modifies kas23ab_cont_01.utp, remove that file as well. Contact me ---------- In case of bugs, queries, feedback, or comments, I can be contacted at www.lucasforums.com , or by email at cringe909@hotmail.com. Disclaimer ---------- LucasArts and Obsidian Entertainment Inc. own all the copyrights etc. It all belongs to them. This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server, or as part of a torrent, except with the expressed permission of the author. Credits & Thanks ---------------- With thanks to: The various KotOR 1 Restoration Project teams, whose work inspired this very small mod; Andargor whose item mods first made a version of this object available; Fred Tetra, stoffe, and Edward T. Smith for KotOR Tool, TSLPatcher, and NWNNSSCOMP respectively; Holowan Labs for being the pre-eminent resource for modding information and feedback; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. L.D.S. Click here to download this file
  22. So I wanted to replay Kotor with mods including Brotherhood of Shadow: Solomon’s Revenge and one of the things I wanted to be part of the game was the mod Fett Style Mandalorians. Unfortunately there seems to be a mistake when it comes to their heads. I first noticed this with Canderous having Shadow’s head (also whenever I try to change his outfit his appearance still doesn’t change): Also his blaster seems to have lost its texture for some reason: And it looks like other Mandalorians are affected too as one of them has my player character’s head: I tried uninstalling but when I try that all the Mandalorians from the game including Canderous disappear (not just invisible; gone completely). In the party screen, Canderous’ description changes to: “I am broken. I am very very broken” and when I try to add him the game crashes. I’m assuming other Mandalorian related things in the game would break as well. I’m assuming this is because of an incompatibility regarding Brotherhood of Shadow: Solomon’s Revenge, however the problem is I cannot uninstall it without breaking the game, and I don’t want Mandalorians with random heads in the game. How do I fix this? Please help! EDIT: More screenshots. Sherruk now has the (modded) Helena head and a white armor? I am so confused
  23. Hi, I want to improve the lackluster Sith Artifacts and thought it would be logical, that they grant you Force Powers that correlate with their Maker. So Ajunta Palls Blade could give the Force Power Plague since he was exiled for studying Alchemy which can be used to create Poisons. My Problem is, that I don't know how to add them, since Kotor Tool doesn't allow do add Bonus Force Powers to Items. Does anybody already done this or have an Idea how it could be done? Thank you all in Advance!
  24. What I did: 1. I created a custom Bowcaster, put the File in Override, tested it, it worked. ID: g1_w_bowcstr001 2. I added the normal Bowcaster (g_w_bowcstr001) to the Inventory of all 3 Versions of Suvam. Saved the Files. 3. I used kgff.exe from this Video to change the Bowcasters ID from g_w_bowcstr001 to g1_w_bowcstr001. 4. Moved the suvam01a.utm, suvam02a.utm and suvam03a.utm to the Override. 5. I loaded my Save where I didn't visited Yavin after getting the third Starmap. 6. Traveled to Yavin, triggered the Cutscene, tried to buy my Bowcaster. And then the Bowcaster wasn't there. What did I do wrong?