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Found 508 results

  1. Version 1.2

    369 downloads

    SITH FEMALE LEATHER OUTFIT __________________________ AUTOR: Riven_Fall (me) This outfit is converted from TSL to Kotor 1 - its based on Twin Suns Twi'lek sisters outfit, with custom texture. I think this outfit fits great for dark side female user, which want flexibility but also show her advantages and still look deadly. Its my first port from TSL to Kotor also my first retexture, so please be kind to me, and still there are some things i want to better in next version, but for now you can enjoy this great outfit in Kotor 1. INSTALATION: ____________ Copy all files from Override folder, into youre KotOR Override folder, i apologize i dont know how to work with TSL patcher yet.. i want make in another version, so you have to install manualy i apologize. Appearance.2da P_Assa.mdl P_Assa.mdx PASS01.tga ia_female_assasin.tga Female_Assasin.uti - All these files copy to youre Override folder. COMPABILITIES: ______________ Well, this mod should be compatible with everything, if you merge Appearance.2da which is key to get this outfit. Should be Compatible with K1R... if merged, i would welcome help to make work with TSL patcher... PERMISSIONS: ____________ You can use these files for youre own modifications , just please credit me =), and even i will be happy if it happend. I would love to see more of this variants from other creators. CREDITS: ________ Thanks, to Fred Tetra for KotorTool Thanks to Bioware,Lucasarts for this great game Thanks for MDLedit
  2. View File Lightsaber and Force Forms This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II. Stats for the forms are as follows: Form I: Shii-Cho:- Attack +1, Defense Bonus 2 Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3 Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher) Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel) Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian) Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel) Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian) Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel) Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel) Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian) Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular) Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular) Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular) Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular) Compatibility: This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities with any mod which alters or makes use of: - the script slot for Entry 99 of kor35_utharwynn.dlg - the script slot for Entry 0 of kor39_utharwynn.dlg - the script slot for Entry 19 of dan13_belaya.dlg - the script slot for Entry 1 of k_player_dialog.dlg - unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script. - Item 99 in the droppable list for kas25_wraid.utc Credits: Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed; to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one; to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod; to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod; Also to Sith Holocron and Fair Strides, who beta-tested for me; And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience: Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update. Voice Overs: Sith Holocron as the Sith Holocron; Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh; Melissa Trudeau as the Sith Trainer. Locations of Holocrons / What they teach: NB: Do not read if you want this to be a surprise! **** Dantooine: You learn the Shii-Cho during the initial training montage. You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9. You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11. Korriban: You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords. You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow. Kashyyyk: You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands. Unknown World: You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple. **** Submitter InSidious Submitted 02/25/2015 Category Mods K1R Compatible No  
  3. In early 2021, the concept of an aggressive and alternate path into the Korriban Academy was conceived. What if you could charge in lightsabers ignited and guns blazing into Korriban? Especially Post Events of the Leviathan (PEL)! CONCEPT QUESTIONS: What if there was a Darkside & Lightside routes of assault to Korriban Temple? Would you subjugate it as a Sith defeating Master Uthar and usurping his authority or would you recruit him as your pawn? This latter option led to the same issues of Shanilia of the PC deciding pre-unknown world (Lehon) which LS or DS path they'd choose, and creates a minor plot hole with Jolee/Juhani/Bastila and other PM who think the PC is saving the galaxy; thus the workaround is prevention of those characters accompanying or requiring the PC to do it solo. Raising the difficulty in terms of gameplay and modding those conditionals. Or would Revan enforce the Rule of Two, or merely adopt the Sith philosophy of testing and destroying the weak amongst them, and wipe out the entire Academy? This raises issues of the famed strategic mindset Revan was accredit for having. On the Lightside, would the PC eradicate all evil in open combat and take on an army? Would you lead a strike team of Jedi to launch a sneak attack and cripple the inflow of new Sith recruits? Would there be any room for repentance? The greatest point would be for the Lightside PC to actually save the fleeing Sith students in the caves. This entire incident would suddenly become a major plot point of the Assault Korriban Temple mod, while still being optional, as most of the vanilla plot would be removed. NARRATIVE CHALLENGES: For all these narrative reasons, the mod's creative direction was hard to settle upon. Eventually, I determine PEL was the only reasonable justification for the mod even existing, otherwise the PC is too weak and power scaling doesn't make sense. Though anyone could argue that this was countered by the vanilla game sending the entire academy at you. How do you accurately represent the Sith within the Temple responding to a Sith PC, it would be initial hostility followed by respect and a conversation with Yuthura/Uthar allowing the PC to subjugate or completely destroy them. Destroy has to be an option for PC expectations of Sith, DS jedi or DS elitist or Rule of Two, etc... Eventually, I settled on that, and the LS version was also PEL followed by an optional but recommended Jedi Strike team that had infiltrated the Dreshdae colony and were about to strike. Therefore, it would be more coincidental that the PC was there (Will of the Force) resulting in the death of all Sith, except fleeing students found in the cave. ENDINGS: The PC would then be able to simply walk into the Starmap module or be escorted by friendly Sith, dramatically shortening the quest list on Korriban and player time on Korriban. TECHNICAL HURDLES: On a technical standpoint, this required massive changes to all Korriban modules, massive changes to dialogue, lack of voice acting and replacement of aliens VOs, doors would have to be unlocked, party member specific scripts, enormous bug testing, compatibility issues for practically any Korriban mod, removing triggers, re-doing sidequests like the Mandalorian prisoner (planned to make him Republic), creating new sidequests like allowing PC to free & save Republic soldiers used as sparring partners. The more I write about this crazy idea, the more I like it! This was simply an idea I had for a mod, it would be awesome to see this or something like this done by anyone. I may in-fact come back to this project in the future. But, alas, I have an even more exciting and original modding project in development that may take me years to complete! Or like this modding project fall to the wayside and become yet another gravepost of the Journal of jc2. May the Force be with you, -jc2
  4. View File Sith Female Leather Assasin Outfit SITH FEMALE LEATHER OUTFIT __________________________ AUTOR: Riven_Fall (me) This outfit is converted from TSL to Kotor 1 - its based on Twin Suns Twi'lek sisters outfit, with custom texture. I think this outfit fits great for dark side female user, which want flexibility but also show her advantages and still look deadly. Its my first port from TSL to Kotor also my first retexture, so please be kind to me, and still there are some things i want to better in next version, but for now you can enjoy this great outfit in Kotor 1. INSTALATION: ____________ Copy all files from Override folder, into youre KotOR Override folder, i apologize i dont know how to work with TSL patcher yet.. i want make in another version, so you have to install manualy i apologize. Appearance.2da P_Assa.mdl P_Assa.mdx PASS01.tga ia_female_assasin.tga Female_Assasin.uti - All these files copy to youre Override folder. COMPABILITIES: ______________ Well, this mod should be compatible with everything, if you merge Appearance.2da which is key to get this outfit. Should be Compatible with K1R... if merged, i would welcome help to make work with TSL patcher... PERMISSIONS: ____________ You can use these files for youre own modifications , just please credit me =), and even i will be happy if it happend. I would love to see more of this variants from other creators. CREDITS: ________ Thanks, to Fred Tetra for KotorTool Thanks to Bioware,Lucasarts for this great game Thanks for MDLedit Submitter Riven_Fall Submitted 08/19/2022 Category Skins K1R Compatible No  
  5. There are some great tutorials, especially for begginers but not limited to, that were originally hosted on LucasForums! Fortunately, they have been preserved on archive.org and can be accessed here: https://web.archive.org/web/20130124072344/http://www.lucasforums.com/forumdisplay.php?f=592
  6. 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!
  7. ndix UR

    HD UI Menu Pack

    Version 1.1

    44,867 downloads

    HD UI Menu Pack for Knights of the Old Republic v1.1 - 20180318 by ndix UR (DeadlyStream user) This modification adds high resolution UI menu textures. 2K is the base resolution. The content is redrawn vector art, no modified scale-ups here. It is focused on menu backgrounds, and includes some of the overlay components for the menus. Pure Vanilla (PV) Edition aims to provide the closest match to the original menu texture assets. This mod doesn't touch a lot of the 'extra' menu-like GUI elements yet, such as the galaxy screen, computer interfaces, pazaak, etc. It also doesn't mess with the main menu at all yet. Requirements You must be running menus at a high resolution for this to really work. At the default menu size, this mod will probably look bad. You must have KotOR High Resolution Menus or an equivalent mod installed for good results. Known Issues The original textures were for 640x480 menus. The 4x sized textures in this package would look best at 2560x1920, which nobody really uses. If your display is less than 2560px width, you may experience seams where different textures are intended to meet seamlessly. The game just isn't that good at scaling UI textures with alpha channels used for transparency. There's nothing I can really do about it. There are some sprites in the menu processes that haven't made it into the package yet. They may sometime. I've added x/y clamping to some textures that should have transparent edges over 3D backgrounds. It makes the transparent edges work well, but the diffuse edges work less well. It seems you can't have it both ways, and this is the trade off. Install / Uninstall To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. Legal THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  8. Version v2.1

    31,811 downloads

    Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1. Fire Files: fx_fireball01.tga fx_flame.tga Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect). The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges. The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair. Ice Files: fx_crystal01.tga fx_reflectmap.tga The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap."
  9. I'm looking for the best mods for Darth Revan's Robes and the Starforge Robes. What are the best mods for them with the helmet and hood and such?
  10. Version 1.0.1

    38 downloads

    INSTALLATION: Just Extract the .zip and put the files in the folder that comes with this readme into your swkotor override. Notes: 1.This is just a robe I am making for an upcoming mod that adds overpowered robes to the game. These have no current spawn location so you **will** have to cheat them in. To activate cheats, go into your swkotor directory and open up the swkotor.ini. Underneath Game Options, at the bottom, create a new line and put "EnableCheats=1" without the quotes. Use the tilde key (with ` and ~) while in game to spawn them in. The code you have to put in the console to get these robes is "giveitem g_a_jedirobes46" without the quotes. 2. This will be incompatible with any other mods that adds a robe with the number code "46". I do not know what mods it may be incompatible with but if you find an incompatiblity with this, leave a comment about it on the mod page and I'll add it as an incompatibility. I do not know if it's compatible with K1R either, so i'll leave it as incompatible. STATS: The stats for this robe is: Attack Modifier: +3 vs. Dark Side Defense Bonus 1 Max Dexterity Bonus: +8 Immunity 25% vs. Universal Skills: Awareness +8 Strength +2 Wisdom: +5 Bonus Feat: Improved Toughness Regeneration: 5 ROBES DESCRIPTION: These "Robes" if you could call it that, posses a God-like amount of power and resistance. They are colored Gold and bestow the an unimaginable amount of power. These should be kept in the right hands, so no one does wrong with the amount of power given from these "Robes"
  11. View File Golden Light Robes for Kotor 1 INSTALLATION: Just Extract the .zip and put the files in the folder that comes with this readme into your swkotor override. Notes: 1.This is just a robe I am making for an upcoming mod that adds overpowered robes to the game. These have no current spawn location so you **will** have to cheat them in. To activate cheats, go into your swkotor directory and open up the swkotor.ini. Underneath Game Options, at the bottom, create a new line and put "EnableCheats=1" without the quotes. Use the tilde key (with ` and ~) while in game to spawn them in. The code you have to put in the console to get these robes is "giveitem g_a_jedirobes46" without the quotes. 2. This will be incompatible with any other mods that adds a robe with the number code "46". I do not know what mods it may be incompatible with but if you find an incompatiblity with this, leave a comment about it on the mod page and I'll add it as an incompatibility. I do not know if it's compatible with K1R either, so i'll leave it as incompatible. STATS: The stats for this robe is: Attack Modifier: +3 vs. Dark Side Defense Bonus 1 Max Dexterity Bonus: +8 Immunity 25% vs. Universal Skills: Awareness +8 Strength +2 Wisdom: +5 Bonus Feat: Improved Toughness Regeneration: 5 ROBES DESCRIPTION: These "Robes" if you could call it that, posses a God-like amount of power and resistance. They are colored Gold and bestow the an unimaginable amount of power. These should be kept in the right hands, so no one does wrong with the amount of power given from these "Robes" Submitter LewokGuy Submitted 07/02/2022 Category Mods K1R Compatible No  
  12. I am attempting to install this mod (bos:sr) however I keep running into this error. Can anyone provide some assistance? I'm new to modding and don't really know what to search to solve the problem. https://drive.google.com/file/d/1Fkwg6_FCnuD7mDo3tBCA-2JK6y0v51GA/view?usp=sharing
  13. Since many players (I used to be one of them as well) have difficulty with triggering Juhani’s romance, notably the final romance conversation, and I couldn’t find a solid and detailed guide for Juhani’s romance anywhere, recently I’ve been doing a lot of research and investigation by using KotOR Tool to examine the game files relating to Juhani’s conversations as well as KotOR SaveGame Editor (KSE) to compare my save files to find out if there’s a definite way to trigger Juhani’s romance. As a result, I finally figured it out and succeed in completing Juhani’s romance in my latest KotOR playthrough! Therefore, I’ve also written a Juhani Romance Guide, including details on how to advance Juhani’s conversations that will lead to the final romance conversation, links to YouTube videos of the individual conversations and mod recommendations. Here’s the link to my Juhani Romance Guide Here’s the link to my YouTube playlist for Juhani Romance & Conversations
  14. Version 1.0.3

    118 downloads

    KotOR Switch Texture Restoration The Switch port of KotOR included some upscaled textures for much of the game. While some of these look fine, I found some of the armor and character portraits pretty bad to look at. I'm not sure why, but these were not advertised or mentioned, and there is no way to turn them off in game. This mod restores the original textures for the character portraits, armor textures, while preserving the new UI and button prompts. Please notify me if anything is broken or you run into issues. I played about an hour with this mod, but it has by no means been exhaustively tested. It should not cause any major or game-breaking issues though. This is compatible with, but does not require my KotOR Switch Modding Framework, if you wish to use this with other mods that change textures, install this first. NOTE: Like any other mod for Switch, this requires a hacked or modded Switch with custom firmware. This can probably be adapted to firmwares other than Atmosphere, but I offer no support for them. Installation is dead simple, extract the "atmosphere" folder to the root of your SD card. If you wish to uninstall: If this is the only mod you installed: Simply delete the "0100854015868000" folder under atmosphere/contents/ If you installed other mods, it will depend. I would generally recommend just wiping clean for safety, or if you didn't install any other texture mods, you could delete just the "Textures" folder in override. Big thanks to JC for a ton of help with this mod.
  15. View File KotOR Switch Modding Framework Switch KotOR Modding romFS Dummy Folder with 1.0.3 dialog.tlk This is a set of files and folders designed to make modding the Switch version of KotOR easier and more accessible to a novice user. Read to the end before using. You will need a hackable, or modchipped Switch to use this, and custom firmware must be installed, I use Atmosphere, but anything that supports romFS should be fine. This should work just fine with the digital or physical version (when it is released) without issue. I have only tested this on the most up-to-date build at this time, 1.0.3. It may work on 1.0.2 or 1.0.1, but it is not guaranteed, and I'm not concerned with supporting them. Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the romfs folder containing the dialog.tlk file. For mods that don't use TSLPatcher, copy files as directed, "romfs" is equivalent to the directory on PC containing the executable. NOTE: You may need to move files that TSLPatcher is expecting to the folder to be able to patch them. You can access them by dumping your game with nxdumptool, using romfs. Make sure you include updates when doing so. Feel free to comment with what you needed, and what mod it was for, and if there is popular demand, I will add the files to this pack. The easiest way I found, was just to try installing a mod, and then check the log for errors to see what files were missing. NOTE: Long filenames cause issues with TSLPatcher, this is exacerbated by the length of the filepath for romFS modding. I recommend moving the "romfs" folder to the root of the drive and patching there, moving the folder back afterwards. Make sure to check your error log, you may manually need to copy .lip files over to override afterwards. Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply. NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format. At this point, copy the atmosphere folder to the root of your SD card, and you should be done. Please feel free to mention any issues you run into, or workarounds you needed, and I'll update this post. I tested a run of K1CP with no major issues. Mods that involve UI likely won't work. Everything is at your own risk, you may end up with a broken save, etc. Worst case scenario, you can uninstall all mods by deleting the `0100854015868000` folder from `/atmosphere/contents/` Big thanks to JC for helping me pin this all down. 7-22-2022 Update: Just a change to the readme regarding potential texture issues. Submitter jacqylfrost Submitted 06/20/2022 Category Modder's Resources  
  16. View File KotOR Switch Texture Restoration KotOR Switch Texture Restoration The Switch port of KotOR included some upscaled textures for much of the game. While some of these look fine, I found some of the armor and character portraits pretty bad to look at. I'm not sure why, but these were not advertised or mentioned, and there is no way to turn them off in game. This mod restores the original textures for the character portraits, armor textures, while preserving the new UI and button prompts. Please notify me if anything is broken or you run into issues. I played about an hour with this mod, but it has by no means been exhaustively tested. It should not cause any major or game-breaking issues though. This is compatible with, but does not require my KotOR Switch Modding Framework, if you wish to use this with other mods that change textures, install this first. NOTE: Like any other mod for Switch, this requires a hacked or modded Switch with custom firmware. This can probably be adapted to firmwares other than Atmosphere, but I offer no support for them. Installation is dead simple, extract the "atmosphere" folder to the root of your SD card. If you wish to uninstall: If this is the only mod you installed: Simply delete the "0100854015868000" folder under atmosphere/contents/ If you installed other mods, it will depend. I would generally recommend just wiping clean for safety, or if you didn't install any other texture mods, you could delete just the "Textures" folder in override. Big thanks to JC for a ton of help with this mod. Submitter jacqylfrost Submitted 06/20/2022 Category Mods K1R Compatible Yes  
  17. View File KotOR Save Importer for TSL This is both a mod in itself, and a resource for modders to use. It allows data from KotOR 1 to be imported into TSL. It is extensible, so modders can very easily map variable values from KotOR 1 to KotOR 2 without any scripting required. There are several reasons why it might be useful to allow TSL to load data from a KotOR 1 save. The obvious example of where this would be useful is at the start of TSL when talking to Atton for the first time (where the player's choices determine what the game believes happened in the first game). It would be better if the game were aware of this without asking the player directly. Ideally, this would be TSL itself reading a KotOR 1 save, but for several reasons this is not feasible. Modders might also want to create new content which bridges between KotOR 1 and KotOR 2. For example, a mod which extends the KotOR/TSL storyline might benefit from knowing decisions that the player made in both games. Alongside the app (app.exe) is a folder called "requirements". This contains a yaml file "revan.yaml", which is an example of how you can dynamically tell the save importer which variables to import from KotOR 1, what variables to assign them to, and how to map the variables across. You can optionally install the file "101atton.dlg", which will change the initial conversation with Atton to no longer ask the player for information about KotOR 1 (because the game already knows this information, since you imported the data directly from your KotOR 1 save). IMPORTANT NOTES - You need to have a KotOR save which is far enough into the game that the ending has been determined. A save during the final battle of the game should be sufficient for this. If you don't have such a save, the variable "G_FinalChoice" can be manually set it in the GUI interface to the appropriate value (0 for LS ending, 1 for DS ending). - You can set/change variables within the tool using the GUI. - The mod was tested with TSLRCM; I make no guarantees about whether it would work without it. COMPATIBILITY This mod is compatible with TSLRCM. This mod changes the script "k_kreia_spawn", and (optionally) the DLG 101atton.dlg, and therefore should be compatible with any mod that does not change either of these scripts (except for TSLRCM, whose changes are incorporated into our files). Please ensure you install TSLRCM before installing this mod. INSTALLATION Please ensure you install TSLRCM before installing this mod. To use this tool, please follow these instructions: 1. Extract the compressed files, and run the executable "app.exe". 2. If you want to automatically import data from a KotOR 1 save, press the button "Load from KotOR 1 save". This will open a file selection box; navigate to the KotOR 1 save you wish to load from (it should be a folder). Select the folder and press "Select Folder". You can also manually edit/change the values in the GUI to your liking. Pressing "Create without KotOR 1 save" resets all values to their defaults. 3. Once you've imported and/or set the values to your liking, press "Write Script". The tool will then generate a file "k_kreia_spawn.ncs" in the folder alongside "app.exe". 4. Copy the file "k_kreia_spawn.ncs" into your TSL overrides folder. If you want to include the Atton dialog changes as well, copy the DLG file "101atton.dlg" into the TSL overrides folder too. UNINSTALLATION Delete the files "k_kreia_spawn.ncs", and "101atton.dlg" (if you installed it), from your overrides folder. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames), Thor110, and VarsityPuppet. Thanks for VarsityPuppet for the idea for this tool, and our discussions on its implementation. Thanks also to Thor110 for his great advice and assistance with editing the DLG files (which I've never done before as I'm new to KOTOR modding). Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the unerf and gff2xml tools from xoreos-tools to read data from KotOR 1 saves. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Thanks also to Fred Tetra for creating the KotOR version of nwnnsscomp.exe, which is also used in this tool for compilation. Submitter lachjames Submitted 06/03/2020 Category Mods TSLRCM Compatible Yes  
  18. One other fan had an idea. How about a mod that alters Calo Nord's appearance on Leviathan and one of the Star Map planets? Maybe include some cybernetics or wounds? There's no way Calo would survive a pile of metal unharmed.
  19. Version 1.01

    25,254 downloads

    Author: Kainzorus Prime Mod Name: PC Response Moderation ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== Ever since my first playthrough, I always found some of the PC responses to range from jarring to downright idiotic. Mainly the ones ending with exclamations. The light side responses sounded childish, naive and overly enthusiastic at random points, rather than adhere to a code which said to moderate emotions. The dar kside responses on the other hand lacked any sort of finesse, and sounded like they were spoken by a perpetually angry pubescent child. This mod was designed to tone down these particular sets of responses by removing the exclamations and replacing them with fullstops, and/or rewriting the lines to more apropriate ones. 2. Instalation: ========= Unpack the dialog.tlk file into the main KotOR directory. When asked to overwrite the original, select yes. 3. Usage ========= The mod will replace the lines as soon as the dialog.tlk is placed into the main KotOR folder. 4. REMOVAL: =========== Download default dialog.tlk file here - http://www.starwarsknights.com/tools.php#de Replace the modded file with the one downloaded from the link above. 5. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 6. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  20. Hey i am using the 1.5.2 version of the holocron toolset. It is quite easy for beginners. What i cant figure out properly is , how to make a stationary NPC move randomly on a given level/map using this tool. Thank you
  21. 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.
  22. 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
  23. is there a better version OR an alternate version of Call of Aid for both Kotor and Kotor 2? or has someone made any spawner mods that are better than these (I have tried JC toolset)?
  24. Hi all, Ive been trying to troubleshoot modelling a lightsaber in kotor for a fair while now and I cant get the blade to be visible when in game. I have the model linked to all its parents and children in the correct order and the lightsaber itself appears in game, but the blade is invisible. I have tried linking and exporting with both the kotormax interface and the inbuilt 3dsmax interface to no avail. Needless to say im stumped. Ive attatched a screenshot of a standard lightsaber and my design (with blade problem & no texture) in-game. Thanks in advance. Using: 3dsmax 2019, kotormax v0.4.1, kotortool (most recent), MDLOps 1.0.0, kotor steam version
  25. Hi everyone, hope were all having a good day I'm super new to modding and modeling in kotor, let alone any game and im trying to make and import a custom lightsaber model into kotor 1. Ive followed a number of youtube tutorials but come up stuck. Ive made my model and saved it as an mdl file, put into kotor etc, then when I whip out the lightsaber it is invisible in game. Im using 3ds max to create a model and kotor tool + mdlops to convert it all to something kotor can read. The main info im going off is in (https://www.youtube.com/watch?v=DPeUit0j5yY&ab_channel=TutorialTim). Please forgive me if im doing something blindly wrong, I have essentially no idea what i'm doing, Any help would be greatly appreciated.